@galacean/engine-physics-physx 0.9.19 → 0.9.21

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package/dist/browser.js CHANGED
@@ -1,1383 +1,1316 @@
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  (function (global, factory) {
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- typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('@galacean/engine')) :
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- typeof define === 'function' && define.amd ? define(['exports', '@galacean/engine'], factory) :
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- (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory((global.Galacean = global.Galacean || {}, global.Galacean.PhysicsPhysX = {}), global.Galacean));
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- })(this, (function (exports, engine) { 'use strict';
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+ typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('@swc/helpers/src/_instanceof.mjs'), require('@swc/helpers/src/_ts_decorate.mjs'), require('@swc/helpers/src/_inherits.mjs'), require('@galacean/engine')) :
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+ typeof define === 'function' && define.amd ? define(['exports', '@swc/helpers/src/_instanceof.mjs', '@swc/helpers/src/_ts_decorate.mjs', '@swc/helpers/src/_inherits.mjs', '@galacean/engine'], factory) :
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+ (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory((global.Galacean = global.Galacean || {}, global.Galacean.PhysicsPhysX = {}), global._instanceof, global._ts_decorate, global._inherits, global.Galacean));
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+ }(this, (function (exports, _instanceof, _ts_decorate, _inherits, engine) { 'use strict';
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6
 
7
- function _instanceof(left, right) {
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- if (right != null && typeof Symbol !== "undefined" && right[Symbol.hasInstance]) {
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- return !!right[Symbol.hasInstance](left);
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- } else return left instanceof right;
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- }
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+ function _interopDefaultLegacy (e) { return e && typeof e === 'object' && 'default' in e ? e : { 'default': e }; }
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- /******************************************************************************
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- Copyright (c) Microsoft Corporation.
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-
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- Permission to use, copy, modify, and/or distribute this software for any
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- purpose with or without fee is hereby granted.
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-
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- THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
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- REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY
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- AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
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- INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM
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- LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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- OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
25
- PERFORMANCE OF THIS SOFTWARE.
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- ***************************************************************************** */
27
-
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- function __decorate(decorators, target, key, desc) {
29
- 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 _instanceof__default = /*#__PURE__*/_interopDefaultLegacy(_instanceof);
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+ var _ts_decorate__default = /*#__PURE__*/_interopDefaultLegacy(_ts_decorate);
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+ var _inherits__default = /*#__PURE__*/_interopDefaultLegacy(_inherits);
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12
 
35
- /**
36
- * PhysX runtime mode.
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- */ exports.PhysXRuntimeMode = void 0;
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- (function(PhysXRuntimeMode) {
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- PhysXRuntimeMode[PhysXRuntimeMode[/** Use webAssembly mode first, if WebAssembly mode is not supported, roll back to JavaScript mode. */ "Auto"] = 0] = "Auto";
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- PhysXRuntimeMode[PhysXRuntimeMode[/** WebAssembly mode. */ "WebAssembly"] = 1] = "WebAssembly";
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- PhysXRuntimeMode[PhysXRuntimeMode[/** JavaScript mode. */ "JavaScript"] = 2] = "JavaScript";
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- })(exports.PhysXRuntimeMode || (exports.PhysXRuntimeMode = {}));
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+ (function(PhysXRuntimeMode) {
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+ PhysXRuntimeMode[PhysXRuntimeMode[/** Use webAssembly mode first, if WebAssembly mode is not supported, roll back to JavaScript mode. */ "Auto"] = 0] = "Auto";
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+ PhysXRuntimeMode[PhysXRuntimeMode[/** WebAssembly mode. */ "WebAssembly"] = 1] = "WebAssembly";
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+ PhysXRuntimeMode[PhysXRuntimeMode[/** JavaScript mode. */ "JavaScript"] = 2] = "JavaScript";
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+ })(exports.PhysXRuntimeMode || (exports.PhysXRuntimeMode = {}));
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44
- function _set_prototype_of(o, p) {
45
- _set_prototype_of = Object.setPrototypeOf || function setPrototypeOf(o, p) {
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- o.__proto__ = p;
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+ /**
20
+ * a base interface providing common functionality for PhysX joints
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+ */ var PhysXJoint = /*#__PURE__*/ function() {
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+ function PhysXJoint() {
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+ this._connectedAnchor = new engine.Vector3();
24
+ this._breakForce = Number.MAX_VALUE;
25
+ this._breakTorque = Number.MAX_VALUE;
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+ }
27
+ var _proto = PhysXJoint.prototype;
28
+ /**
29
+ * {@inheritDoc IJoint.setConnectedCollider }
30
+ */ _proto.setConnectedCollider = function setConnectedCollider(value) {
31
+ var _this__collider;
32
+ this._pxJoint.setActors((value == null ? void 0 : value._pxActor) || null, ((_this__collider = this._collider) == null ? void 0 : _this__collider._pxActor) || null);
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+ };
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+ /**
35
+ * {@inheritDoc IJoint.setConnectedAnchor }
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+ */ _proto.setConnectedAnchor = function setConnectedAnchor(value) {
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+ this._connectedAnchor.copyFrom(value);
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+ this._setLocalPose(0, value, PhysXJoint._defaultQuat);
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+ };
40
+ /**
41
+ * {@inheritDoc IJoint.setConnectedMassScale }
42
+ */ _proto.setConnectedMassScale = function setConnectedMassScale(value) {
43
+ this._pxJoint.setInvMassScale0(1 / value);
44
+ };
45
+ /**
46
+ * {@inheritDoc IJoint.setConnectedInertiaScale }
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+ */ _proto.setConnectedInertiaScale = function setConnectedInertiaScale(value) {
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+ this._pxJoint.setInvInertiaScale0(1 / value);
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+ };
50
+ /**
51
+ * {@inheritDoc IJoint.setMassScale }
52
+ */ _proto.setMassScale = function setMassScale(value) {
53
+ this._pxJoint.setInvMassScale1(1 / value);
54
+ };
55
+ /**
56
+ * {@inheritDoc IJoint.setInertiaScale }
57
+ */ _proto.setInertiaScale = function setInertiaScale(value) {
58
+ this._pxJoint.setInvInertiaScale1(1 / value);
59
+ };
60
+ /**
61
+ * {@inheritDoc IJoint.setBreakForce }
62
+ */ _proto.setBreakForce = function setBreakForce(value) {
63
+ this._breakForce = value;
64
+ this._pxJoint.setBreakForce(this._breakForce, this._breakTorque);
65
+ };
66
+ /**
67
+ * {@inheritDoc IJoint.setBreakTorque }
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+ */ _proto.setBreakTorque = function setBreakTorque(value) {
69
+ this._breakTorque = value;
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+ this._pxJoint.setBreakForce(this._breakForce, this._breakTorque);
71
+ };
72
+ /**
73
+ * Set the joint local pose for an actor.
74
+ * @param actor 0 for the first actor, 1 for the second actor.
75
+ * @param position the local position for the actor this joint
76
+ * @param rotation the local rotation for the actor this joint
77
+ */ _proto._setLocalPose = function _setLocalPose(actor, position, rotation) {
78
+ this._pxJoint.setLocalPose(actor, position, rotation);
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+ };
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+ return PhysXJoint;
81
+ }();
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+ PhysXJoint._xAxis = new engine.Vector3(1, 0, 0);
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+ PhysXJoint._defaultVec = new engine.Vector3();
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+ PhysXJoint._defaultQuat = new engine.Quaternion();
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85
 
48
- return o;
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- };
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+ /**
87
+ * A fixed joint permits no relative movement between two colliders. ie the bodies are glued together.
88
+ */ var PhysXFixedJoint = /*#__PURE__*/ function(PhysXJoint1) {
89
+ _inherits__default['default'](PhysXFixedJoint, PhysXJoint1);
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+ function PhysXFixedJoint(collider) {
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+ var _this;
92
+ _this = PhysXJoint1.call(this) || this;
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+ _this._collider = collider;
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+ _this._pxJoint = exports.PhysXPhysics._pxPhysics.createFixedJoint(null, PhysXJoint._defaultVec, PhysXJoint._defaultQuat, collider._pxActor, PhysXJoint._defaultVec, PhysXJoint._defaultQuat);
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+ return _this;
96
+ }
97
+ return PhysXFixedJoint;
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+ }(PhysXJoint);
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99
 
51
- return _set_prototype_of(o, p);
52
- }
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+ /**
101
+ * A joint which behaves in a similar way to a hinge or axle.
102
+ */ var PhysXHingeJoint = /*#__PURE__*/ function(PhysXJoint1) {
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+ _inherits__default['default'](PhysXHingeJoint, PhysXJoint1);
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+ function PhysXHingeJoint(collider) {
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+ var _this;
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+ _this = PhysXJoint1.call(this) || this;
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+ _this._axisRotationQuaternion = new engine.Quaternion();
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+ _this._swingOffset = new engine.Vector3();
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+ _this._velocity = new engine.Vector3();
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+ _this._collider = collider;
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+ _this._pxJoint = exports.PhysXPhysics._pxPhysics.createRevoluteJoint(null, PhysXJoint._defaultVec, PhysXJoint._defaultQuat, collider._pxActor, PhysXJoint._defaultVec, PhysXJoint._defaultQuat);
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+ return _this;
113
+ }
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+ var _proto = PhysXHingeJoint.prototype;
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+ /**
116
+ * {@inheritDoc IHingeJoint.setAxis }
117
+ */ _proto.setAxis = function setAxis(value) {
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+ var xAxis = PhysXJoint._xAxis;
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+ var axisRotationQuaternion = this._axisRotationQuaternion;
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+ xAxis.set(1, 0, 0);
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+ value.normalize();
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+ var angle = Math.acos(engine.Vector3.dot(xAxis, value));
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+ engine.Vector3.cross(xAxis, value, xAxis);
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+ engine.Quaternion.rotationAxisAngle(xAxis, angle, axisRotationQuaternion);
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+ this._setLocalPose(0, this._swingOffset, axisRotationQuaternion);
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+ };
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+ /**
128
+ * {@inheritDoc IHingeJoint.setSwingOffset }
129
+ */ _proto.setSwingOffset = function setSwingOffset(value) {
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+ this._swingOffset.copyFrom(value);
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+ this._setLocalPose(1, this._swingOffset, this._axisRotationQuaternion);
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+ };
133
+ /**
134
+ * {@inheritDoc IHingeJoint.getAngle }
135
+ */ _proto.getAngle = function getAngle() {
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+ return this._pxJoint.getAngle();
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+ };
138
+ /**
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+ * {@inheritDoc IHingeJoint.getVelocity }
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+ */ _proto.getVelocity = function getVelocity() {
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+ var velocity = this._velocity;
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+ velocity.copyFrom(this._pxJoint.getVelocity());
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+ return velocity;
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+ };
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+ /**
146
+ * {@inheritDoc IHingeJoint.setHardLimitCone }
147
+ */ _proto.setHardLimit = function setHardLimit(lowerLimit, upperLimit, contactDist) {
148
+ this._pxJoint.setHardLimit(lowerLimit, upperLimit, contactDist);
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+ };
150
+ /**
151
+ * {@inheritDoc IHingeJoint.setHardLimitCone }
152
+ */ _proto.setSoftLimit = function setSoftLimit(lowerLimit, upperLimit, stiffness, damping) {
153
+ this._pxJoint.setSoftLimit(lowerLimit, upperLimit, stiffness, damping);
154
+ };
155
+ /**
156
+ * {@inheritDoc IHingeJoint.setDriveVelocity }
157
+ */ _proto.setDriveVelocity = function setDriveVelocity(velocity) {
158
+ this._pxJoint.setDriveVelocity(velocity);
159
+ };
160
+ /**
161
+ * {@inheritDoc IHingeJoint.setDriveForceLimit }
162
+ */ _proto.setDriveForceLimit = function setDriveForceLimit(limit) {
163
+ this._pxJoint.setDriveForceLimit(limit);
164
+ };
165
+ /**
166
+ * {@inheritDoc IHingeJoint.setDriveGearRatio }
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+ */ _proto.setDriveGearRatio = function setDriveGearRatio(ratio) {
168
+ this._pxJoint.setDriveGearRatio(ratio);
169
+ };
170
+ /**
171
+ * {@inheritDoc IHingeJoint.setHingeJointFlag }
172
+ */ _proto.setHingeJointFlag = function setHingeJointFlag(flag, value) {
173
+ this._pxJoint.setRevoluteJointFlag(flag, value);
174
+ };
175
+ return PhysXHingeJoint;
176
+ }(PhysXJoint);
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177
 
54
- function _inherits(subClass, superClass) {
55
- if (typeof superClass !== "function" && superClass !== null) {
56
- throw new TypeError("Super expression must either be null or a function");
57
- }
178
+ /**
179
+ * a joint that maintains an upper or lower bound (or both) on the distance between two points on different objects
180
+ */ var PhysXSpringJoint = /*#__PURE__*/ function(PhysXJoint1) {
181
+ _inherits__default['default'](PhysXSpringJoint, PhysXJoint1);
182
+ function PhysXSpringJoint(collider) {
183
+ var _this;
184
+ _this = PhysXJoint1.call(this) || this;
185
+ _this._swingOffset = new engine.Vector3();
186
+ _this._collider = collider;
187
+ _this._pxJoint = exports.PhysXPhysics._pxPhysics.createDistanceJoint(null, PhysXJoint._defaultVec, PhysXJoint._defaultQuat, collider._pxActor, PhysXJoint._defaultVec, PhysXJoint._defaultQuat);
188
+ _this._pxJoint.setDistanceJointFlag(2, true); // enable max distance;
189
+ _this._pxJoint.setDistanceJointFlag(4, true); // enable min distance;
190
+ _this._pxJoint.setDistanceJointFlag(8, true); // enable spring;
191
+ return _this;
192
+ }
193
+ var _proto = PhysXSpringJoint.prototype;
194
+ /**
195
+ * {@inheritDoc ISpringJoint.setSwingOffset }
196
+ */ _proto.setSwingOffset = function setSwingOffset(value) {
197
+ this._swingOffset.copyFrom(value);
198
+ this._setLocalPose(1, value, PhysXJoint._defaultQuat);
199
+ };
200
+ /**
201
+ * {@inheritDoc ISpringJoint.setMinDistance }
202
+ */ _proto.setMinDistance = function setMinDistance(distance) {
203
+ this._pxJoint.setMinDistance(distance);
204
+ };
205
+ /**
206
+ * {@inheritDoc ISpringJoint.setMaxDistance }
207
+ */ _proto.setMaxDistance = function setMaxDistance(distance) {
208
+ this._pxJoint.setMaxDistance(distance);
209
+ };
210
+ /**
211
+ * {@inheritDoc ISpringJoint.setTolerance }
212
+ */ _proto.setTolerance = function setTolerance(tolerance) {
213
+ this._pxJoint.setTolerance(tolerance);
214
+ };
215
+ /**
216
+ * {@inheritDoc ISpringJoint.setStiffness }
217
+ */ _proto.setStiffness = function setStiffness(stiffness) {
218
+ this._pxJoint.setStiffness(stiffness);
219
+ };
220
+ /**
221
+ * {@inheritDoc ISpringJoint.setDamping }
222
+ */ _proto.setDamping = function setDamping(damping) {
223
+ this._pxJoint.setDamping(damping);
224
+ };
225
+ return PhysXSpringJoint;
226
+ }(PhysXJoint);
58
227
 
59
- subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } });
228
+ /**
229
+ * High-performance unordered array, delete uses exchange method to improve performance, internal capacity only increases.
230
+ */ var DisorderedArray = /*#__PURE__*/ function() {
231
+ function DisorderedArray(count) {
232
+ if (count === void 0) count = 0;
233
+ this.length = 0;
234
+ this._elements = new Array(count);
235
+ }
236
+ var _proto = DisorderedArray.prototype;
237
+ _proto.add = function add(element) {
238
+ if (this.length === this._elements.length) this._elements.push(element);
239
+ else this._elements[this.length] = element;
240
+ this.length++;
241
+ };
242
+ _proto.delete = function _delete(element) {
243
+ //TODO: It can be optimized for custom binary search and other algorithms, currently this._elements>=this.length wastes performance.
244
+ var index = this._elements.indexOf(element);
245
+ this.deleteByIndex(index);
246
+ };
247
+ _proto.get = function get(index) {
248
+ if (index >= this.length) {
249
+ throw "Index is out of range.";
250
+ }
251
+ return this._elements[index];
252
+ };
253
+ /**
254
+ *
255
+ * @param index
256
+ * @returns The replaced item is used to reset its index.
257
+ */ _proto.deleteByIndex = function deleteByIndex(index) {
258
+ var elements = this._elements;
259
+ var end = null;
260
+ var lastIndex = this.length - 1;
261
+ if (index !== lastIndex) {
262
+ end = elements[lastIndex];
263
+ elements[index] = end;
264
+ }
265
+ this.length--;
266
+ return end;
267
+ };
268
+ _proto.garbageCollection = function garbageCollection() {
269
+ this._elements.length = this.length;
270
+ };
271
+ return DisorderedArray;
272
+ }();
60
273
 
61
- if (superClass) _set_prototype_of(subClass, superClass);
62
- }
274
+ var ShapeFlag;
275
+ (function(ShapeFlag) {
276
+ ShapeFlag[ShapeFlag[/** The shape will partake in collision in the physical simulation. */ "SIMULATION_SHAPE"] = 1] = "SIMULATION_SHAPE";
277
+ ShapeFlag[ShapeFlag[/** The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...). */ "SCENE_QUERY_SHAPE"] = 2] = "SCENE_QUERY_SHAPE";
278
+ ShapeFlag[ShapeFlag[/** The shape is a trigger which can send reports whenever other shapes enter/leave its volume. */ "TRIGGER_SHAPE"] = 4] = "TRIGGER_SHAPE";
279
+ })(ShapeFlag || (ShapeFlag = {}));
280
+ /**
281
+ * Abstract class for collider shapes.
282
+ */ var PhysXColliderShape = /*#__PURE__*/ function() {
283
+ function PhysXColliderShape() {
284
+ /** @internal */ this._controllers = new DisorderedArray();
285
+ this._scale = new engine.Vector3(1, 1, 1);
286
+ this._position = new engine.Vector3();
287
+ this._rotation = null;
288
+ this._axis = null;
289
+ this._physxRotation = new engine.Quaternion();
290
+ this._shapeFlags = 2 | 1;
291
+ /** @internal */ this._pxMaterials = new Array(1);
292
+ }
293
+ var _proto = PhysXColliderShape.prototype;
294
+ /**
295
+ * {@inheritDoc IColliderShape.setRotation }
296
+ */ _proto.setRotation = function setRotation(value) {
297
+ this._rotation = value;
298
+ engine.Quaternion.rotationYawPitchRoll(value.x, value.y, value.z, this._physxRotation);
299
+ this._axis && engine.Quaternion.multiply(this._physxRotation, this._axis, this._physxRotation);
300
+ this._physxRotation.normalize();
301
+ this._setLocalPose();
302
+ };
303
+ /**
304
+ * {@inheritDoc IColliderShape.setPosition }
305
+ */ _proto.setPosition = function setPosition(value) {
306
+ if (value !== this._position) {
307
+ this._position.copyFrom(value);
308
+ }
309
+ this._setLocalPose();
310
+ };
311
+ /**
312
+ * {@inheritDoc IColliderShape.setContactOffset }
313
+ * @default 0.02f * PxTolerancesScale::length
314
+ */ _proto.setContactOffset = function setContactOffset(offset) {
315
+ this._pxShape.setContactOffset(offset);
316
+ var controllers = this._controllers;
317
+ for(var i = 0, n = controllers.length; i < n; i++){
318
+ controllers.get(i)._pxController.setContactOffset(offset);
319
+ }
320
+ };
321
+ /**
322
+ * {@inheritDoc IColliderShape.setMaterial }
323
+ */ _proto.setMaterial = function setMaterial(value) {
324
+ this._pxMaterials[0] = value._pxMaterial;
325
+ this._pxShape.setMaterials(this._pxMaterials);
326
+ };
327
+ /**
328
+ * {@inheritDoc IColliderShape.setIsTrigger }
329
+ */ _proto.setIsTrigger = function setIsTrigger(value) {
330
+ this._modifyFlag(1, !value);
331
+ this._modifyFlag(4, value);
332
+ this._setShapeFlags(this._shapeFlags);
333
+ };
334
+ /**
335
+ * {@inheritDoc IColliderShape.destroy }
336
+ */ _proto.destroy = function destroy() {
337
+ this._pxShape.release();
338
+ };
339
+ /**
340
+ * @internal
341
+ */ _proto._setShapeFlags = function _setShapeFlags(flags) {
342
+ this._shapeFlags = flags;
343
+ this._pxShape.setFlags(new exports.PhysXPhysics._physX.PxShapeFlags(this._shapeFlags));
344
+ };
345
+ _proto._setLocalPose = function _setLocalPose() {
346
+ var transform = PhysXColliderShape.transform;
347
+ engine.Vector3.multiply(this._position, this._scale, transform.translation);
348
+ transform.rotation = this._physxRotation;
349
+ this._pxShape.setLocalPose(transform);
350
+ };
351
+ _proto._initialize = function _initialize(material, id) {
352
+ this._id = id;
353
+ this._pxMaterials[0] = material._pxMaterial;
354
+ this._pxShape = exports.PhysXPhysics._pxPhysics.createShape(this._pxGeometry, material._pxMaterial, true, new exports.PhysXPhysics._physX.PxShapeFlags(this._shapeFlags));
355
+ this._pxShape.setQueryFilterData(new exports.PhysXPhysics._physX.PxFilterData(id, 0, 0, 0));
356
+ };
357
+ _proto._modifyFlag = function _modifyFlag(flag, value) {
358
+ this._shapeFlags = value ? this._shapeFlags | flag : this._shapeFlags & ~flag;
359
+ };
360
+ return PhysXColliderShape;
361
+ }();
362
+ PhysXColliderShape.halfSqrt = 0.70710678118655;
363
+ PhysXColliderShape.transform = {
364
+ translation: new engine.Vector3(),
365
+ rotation: null
366
+ };
63
367
 
64
- /**
65
- * a base interface providing common functionality for PhysX joints
66
- */ var PhysXJoint = /*#__PURE__*/ function() {
67
- function PhysXJoint() {
68
- this._connectedAnchor = new engine.Vector3();
69
- this._breakForce = Number.MAX_VALUE;
70
- this._breakTorque = Number.MAX_VALUE;
71
- }
72
- var _proto = PhysXJoint.prototype;
73
- /**
74
- * {@inheritDoc IJoint.setConnectedCollider }
75
- */ _proto.setConnectedCollider = function setConnectedCollider(value) {
76
- var _this__collider;
77
- this._pxJoint.setActors((value == null ? void 0 : value._pxActor) || null, ((_this__collider = this._collider) == null ? void 0 : _this__collider._pxActor) || null);
78
- };
79
- /**
80
- * {@inheritDoc IJoint.setConnectedAnchor }
81
- */ _proto.setConnectedAnchor = function setConnectedAnchor(value) {
82
- this._connectedAnchor.copyFrom(value);
83
- this._setLocalPose(0, value, PhysXJoint._defaultQuat);
84
- };
85
- /**
86
- * {@inheritDoc IJoint.setConnectedMassScale }
87
- */ _proto.setConnectedMassScale = function setConnectedMassScale(value) {
88
- this._pxJoint.setInvMassScale0(1 / value);
89
- };
90
- /**
91
- * {@inheritDoc IJoint.setConnectedInertiaScale }
92
- */ _proto.setConnectedInertiaScale = function setConnectedInertiaScale(value) {
93
- this._pxJoint.setInvInertiaScale0(1 / value);
94
- };
95
- /**
96
- * {@inheritDoc IJoint.setMassScale }
97
- */ _proto.setMassScale = function setMassScale(value) {
98
- this._pxJoint.setInvMassScale1(1 / value);
99
- };
100
- /**
101
- * {@inheritDoc IJoint.setInertiaScale }
102
- */ _proto.setInertiaScale = function setInertiaScale(value) {
103
- this._pxJoint.setInvInertiaScale1(1 / value);
104
- };
105
- /**
106
- * {@inheritDoc IJoint.setBreakForce }
107
- */ _proto.setBreakForce = function setBreakForce(value) {
108
- this._breakForce = value;
109
- this._pxJoint.setBreakForce(this._breakForce, this._breakTorque);
110
- };
111
- /**
112
- * {@inheritDoc IJoint.setBreakTorque }
113
- */ _proto.setBreakTorque = function setBreakTorque(value) {
114
- this._breakTorque = value;
115
- this._pxJoint.setBreakForce(this._breakForce, this._breakTorque);
116
- };
117
- /**
118
- * Set the joint local pose for an actor.
119
- * @param actor 0 for the first actor, 1 for the second actor.
120
- * @param position the local position for the actor this joint
121
- * @param rotation the local rotation for the actor this joint
122
- */ _proto._setLocalPose = function _setLocalPose(actor, position, rotation) {
123
- this._pxJoint.setLocalPose(actor, position, rotation);
124
- };
125
- return PhysXJoint;
126
- }();
127
- (function() {
128
- PhysXJoint._xAxis = new engine.Vector3(1, 0, 0);
129
- })();
130
- (function() {
131
- PhysXJoint._defaultVec = new engine.Vector3();
132
- })();
133
- (function() {
134
- PhysXJoint._defaultQuat = new engine.Quaternion();
135
- })();
368
+ /**
369
+ * Box collider shape in PhysX.
370
+ */ var PhysXBoxColliderShape = /*#__PURE__*/ function(PhysXColliderShape) {
371
+ _inherits__default['default'](PhysXBoxColliderShape, PhysXColliderShape);
372
+ function PhysXBoxColliderShape(uniqueID, size, material) {
373
+ var _this;
374
+ _this = PhysXColliderShape.call(this) || this;
375
+ /** @internal */ _this._halfSize = new engine.Vector3();
376
+ _this._halfSize.set(size.x * 0.5, size.y * 0.5, size.z * 0.5);
377
+ _this._pxGeometry = new exports.PhysXPhysics._physX.PxBoxGeometry(_this._halfSize.x * _this._scale.x, _this._halfSize.y * _this._scale.y, _this._halfSize.z * _this._scale.z);
378
+ _this._initialize(material, uniqueID);
379
+ _this._setLocalPose();
380
+ return _this;
381
+ }
382
+ var _proto = PhysXBoxColliderShape.prototype;
383
+ /**
384
+ * {@inheritDoc IBoxColliderShape.setSize }
385
+ */ _proto.setSize = function setSize(value) {
386
+ this._halfSize.set(value.x * 0.5, value.y * 0.5, value.z * 0.5);
387
+ engine.Vector3.multiply(this._halfSize, this._scale, PhysXBoxColliderShape._tempHalfExtents);
388
+ this._pxGeometry.halfExtents = PhysXBoxColliderShape._tempHalfExtents;
389
+ this._pxShape.setGeometry(this._pxGeometry);
390
+ var controllers = this._controllers;
391
+ for(var i = 0, n = controllers.length; i < n; i++){
392
+ var pxController = controllers.get(i)._pxController;
393
+ pxController.setHalfHeight(this._halfSize.x);
394
+ pxController.setHalfSideExtent(this._halfSize.y);
395
+ pxController.setHalfForwardExtent(this._halfSize.z);
396
+ }
397
+ };
398
+ /**
399
+ * {@inheritDoc IColliderShape.setWorldScale }
400
+ */ _proto.setWorldScale = function setWorldScale(scale) {
401
+ this._scale.copyFrom(scale);
402
+ this._setLocalPose();
403
+ engine.Vector3.multiply(this._halfSize, this._scale, PhysXBoxColliderShape._tempHalfExtents);
404
+ this._pxGeometry.halfExtents = PhysXBoxColliderShape._tempHalfExtents;
405
+ this._pxShape.setGeometry(this._pxGeometry);
406
+ };
407
+ return PhysXBoxColliderShape;
408
+ }(PhysXColliderShape);
409
+ PhysXBoxColliderShape._tempHalfExtents = new engine.Vector3();
136
410
 
137
- /**
138
- * A fixed joint permits no relative movement between two colliders. ie the bodies are glued together.
139
- */ var PhysXFixedJoint = /*#__PURE__*/ function(PhysXJoint1) {
140
- _inherits(PhysXFixedJoint, PhysXJoint1);
141
- function PhysXFixedJoint(collider) {
142
- var _this;
143
- _this = PhysXJoint1.call(this) || this;
144
- _this._collider = collider;
145
- _this._pxJoint = exports.PhysXPhysics._pxPhysics.createFixedJoint(null, PhysXJoint._defaultVec, PhysXJoint._defaultQuat, collider._pxActor, PhysXJoint._defaultVec, PhysXJoint._defaultQuat);
146
- return _this;
147
- }
148
- return PhysXFixedJoint;
149
- }(PhysXJoint);
411
+ /**
412
+ * Capsule collider shape in PhysX.
413
+ */ var PhysXCapsuleColliderShape = /*#__PURE__*/ function(PhysXColliderShape1) {
414
+ _inherits__default['default'](PhysXCapsuleColliderShape, PhysXColliderShape1);
415
+ function PhysXCapsuleColliderShape(uniqueID, radius, height, material) {
416
+ var _this;
417
+ _this = PhysXColliderShape1.call(this) || this;
418
+ _this._upAxis = /** Up axis is Y. */ 1;
419
+ _this._radius = radius;
420
+ _this._halfHeight = height * 0.5;
421
+ _this._axis = new engine.Quaternion(0, 0, PhysXColliderShape.halfSqrt, PhysXColliderShape.halfSqrt);
422
+ _this._physxRotation.copyFrom(_this._axis);
423
+ _this._pxGeometry = new exports.PhysXPhysics._physX.PxCapsuleGeometry(_this._radius, _this._halfHeight);
424
+ _this._initialize(material, uniqueID);
425
+ _this._setLocalPose();
426
+ return _this;
427
+ }
428
+ var _proto = PhysXCapsuleColliderShape.prototype;
429
+ /**
430
+ * {@inheritDoc ICapsuleColliderShape.setRadius }
431
+ */ _proto.setRadius = function setRadius(value) {
432
+ this._radius = value;
433
+ switch(this._upAxis){
434
+ case /** Up axis is X. */ 0:
435
+ this._pxGeometry.radius = this._radius * Math.max(this._scale.y, this._scale.z);
436
+ break;
437
+ case 1:
438
+ this._pxGeometry.radius = this._radius * Math.max(this._scale.x, this._scale.z);
439
+ break;
440
+ case /** Up axis is Z. */ 2:
441
+ this._pxGeometry.radius = this._radius * Math.max(this._scale.x, this._scale.y);
442
+ break;
443
+ }
444
+ this._pxShape.setGeometry(this._pxGeometry);
445
+ var controllers = this._controllers;
446
+ for(var i = 0, n = controllers.length; i < n; i++){
447
+ controllers.get(i)._pxController.setRadius(value);
448
+ }
449
+ };
450
+ /**
451
+ * {@inheritDoc ICapsuleColliderShape.setHeight }
452
+ */ _proto.setHeight = function setHeight(value) {
453
+ this._halfHeight = value * 0.5;
454
+ switch(this._upAxis){
455
+ case 0:
456
+ this._pxGeometry.halfHeight = this._halfHeight * this._scale.x;
457
+ break;
458
+ case 1:
459
+ this._pxGeometry.halfHeight = this._halfHeight * this._scale.y;
460
+ break;
461
+ case 2:
462
+ this._pxGeometry.halfHeight = this._halfHeight * this._scale.z;
463
+ break;
464
+ }
465
+ this._pxShape.setGeometry(this._pxGeometry);
466
+ var controllers = this._controllers;
467
+ for(var i = 0, n = controllers.length; i < n; i++){
468
+ controllers.get(i)._pxController.setHeight(value);
469
+ }
470
+ };
471
+ /**
472
+ * {@inheritDoc ICapsuleColliderShape.setUpAxis }
473
+ */ _proto.setUpAxis = function setUpAxis(upAxis) {
474
+ var _this = this, rotation = _this._rotation, axis = _this._axis, physxRotation = _this._physxRotation;
475
+ this._upAxis = upAxis;
476
+ switch(this._upAxis){
477
+ case 0:
478
+ axis.set(0, 0, 0, 1);
479
+ break;
480
+ case 1:
481
+ axis.set(0, 0, PhysXColliderShape.halfSqrt, PhysXColliderShape.halfSqrt);
482
+ break;
483
+ case 2:
484
+ axis.set(0, PhysXColliderShape.halfSqrt, 0, PhysXColliderShape.halfSqrt);
485
+ break;
486
+ }
487
+ if (rotation) {
488
+ engine.Quaternion.rotationYawPitchRoll(rotation.x, rotation.y, rotation.z, physxRotation);
489
+ engine.Quaternion.multiply(physxRotation, axis, physxRotation);
490
+ } else {
491
+ physxRotation.copyFrom(axis);
492
+ }
493
+ this._setLocalPose();
494
+ };
495
+ /**
496
+ * {@inheritDoc IColliderShape.setWorldScale }
497
+ */ _proto.setWorldScale = function setWorldScale(scale) {
498
+ this._scale.copyFrom(scale);
499
+ this._setLocalPose();
500
+ switch(this._upAxis){
501
+ case 0:
502
+ this._pxGeometry.radius = this._radius * Math.max(scale.y, scale.z);
503
+ this._pxGeometry.halfHeight = this._halfHeight * scale.x;
504
+ break;
505
+ case 1:
506
+ this._pxGeometry.radius = this._radius * Math.max(scale.x, scale.z);
507
+ this._pxGeometry.halfHeight = this._halfHeight * scale.y;
508
+ break;
509
+ case 2:
510
+ this._pxGeometry.radius = this._radius * Math.max(scale.x, scale.y);
511
+ this._pxGeometry.halfHeight = this._halfHeight * scale.z;
512
+ break;
513
+ }
514
+ this._pxShape.setGeometry(this._pxGeometry);
515
+ };
516
+ return PhysXCapsuleColliderShape;
517
+ }(PhysXColliderShape);
518
+ var /**
519
+ * The up axis of the collider shape.
520
+ */ ColliderShapeUpAxis;
521
+ (function(ColliderShapeUpAxis) {
522
+ ColliderShapeUpAxis[ColliderShapeUpAxis["X"] = 0] = "X";
523
+ ColliderShapeUpAxis[ColliderShapeUpAxis["Y"] = 1] = "Y";
524
+ ColliderShapeUpAxis[ColliderShapeUpAxis["Z"] = 2] = "Z";
525
+ })(ColliderShapeUpAxis || (ColliderShapeUpAxis = {}));
150
526
 
151
- /**
152
- * A joint which behaves in a similar way to a hinge or axle.
153
- */ var PhysXHingeJoint = /*#__PURE__*/ function(PhysXJoint1) {
154
- _inherits(PhysXHingeJoint, PhysXJoint1);
155
- function PhysXHingeJoint(collider) {
156
- var _this;
157
- _this = PhysXJoint1.call(this) || this;
158
- _this._axisRotationQuaternion = new engine.Quaternion();
159
- _this._swingOffset = new engine.Vector3();
160
- _this._velocity = new engine.Vector3();
161
- _this._collider = collider;
162
- _this._pxJoint = exports.PhysXPhysics._pxPhysics.createRevoluteJoint(null, PhysXJoint._defaultVec, PhysXJoint._defaultQuat, collider._pxActor, PhysXJoint._defaultVec, PhysXJoint._defaultQuat);
163
- return _this;
164
- }
165
- var _proto = PhysXHingeJoint.prototype;
166
- /**
167
- * {@inheritDoc IHingeJoint.setAxis }
168
- */ _proto.setAxis = function setAxis(value) {
169
- var xAxis = PhysXJoint._xAxis;
170
- var axisRotationQuaternion = this._axisRotationQuaternion;
171
- xAxis.set(1, 0, 0);
172
- value.normalize();
173
- var angle = Math.acos(engine.Vector3.dot(xAxis, value));
174
- engine.Vector3.cross(xAxis, value, xAxis);
175
- engine.Quaternion.rotationAxisAngle(xAxis, angle, axisRotationQuaternion);
176
- this._setLocalPose(0, this._swingOffset, axisRotationQuaternion);
177
- };
178
- /**
179
- * {@inheritDoc IHingeJoint.setSwingOffset }
180
- */ _proto.setSwingOffset = function setSwingOffset(value) {
181
- this._swingOffset.copyFrom(value);
182
- this._setLocalPose(1, this._swingOffset, this._axisRotationQuaternion);
183
- };
184
- /**
185
- * {@inheritDoc IHingeJoint.getAngle }
186
- */ _proto.getAngle = function getAngle() {
187
- return this._pxJoint.getAngle();
188
- };
189
- /**
190
- * {@inheritDoc IHingeJoint.getVelocity }
191
- */ _proto.getVelocity = function getVelocity() {
192
- var velocity = this._velocity;
193
- velocity.copyFrom(this._pxJoint.getVelocity());
194
- return velocity;
195
- };
196
- /**
197
- * {@inheritDoc IHingeJoint.setHardLimitCone }
198
- */ _proto.setHardLimit = function setHardLimit(lowerLimit, upperLimit, contactDist) {
199
- this._pxJoint.setHardLimit(lowerLimit, upperLimit, contactDist);
200
- };
201
- /**
202
- * {@inheritDoc IHingeJoint.setHardLimitCone }
203
- */ _proto.setSoftLimit = function setSoftLimit(lowerLimit, upperLimit, stiffness, damping) {
204
- this._pxJoint.setSoftLimit(lowerLimit, upperLimit, stiffness, damping);
205
- };
206
- /**
207
- * {@inheritDoc IHingeJoint.setDriveVelocity }
208
- */ _proto.setDriveVelocity = function setDriveVelocity(velocity) {
209
- this._pxJoint.setDriveVelocity(velocity);
210
- };
211
- /**
212
- * {@inheritDoc IHingeJoint.setDriveForceLimit }
213
- */ _proto.setDriveForceLimit = function setDriveForceLimit(limit) {
214
- this._pxJoint.setDriveForceLimit(limit);
215
- };
216
- /**
217
- * {@inheritDoc IHingeJoint.setDriveGearRatio }
218
- */ _proto.setDriveGearRatio = function setDriveGearRatio(ratio) {
219
- this._pxJoint.setDriveGearRatio(ratio);
220
- };
221
- /**
222
- * {@inheritDoc IHingeJoint.setHingeJointFlag }
223
- */ _proto.setHingeJointFlag = function setHingeJointFlag(flag, value) {
224
- this._pxJoint.setRevoluteJointFlag(flag, value);
225
- };
226
- return PhysXHingeJoint;
227
- }(PhysXJoint);
527
+ /**
528
+ * Base class for character controllers.
529
+ */ var PhysXCharacterController = /*#__PURE__*/ function() {
530
+ function PhysXCharacterController() {}
531
+ var _proto = PhysXCharacterController.prototype;
532
+ /**
533
+ * {@inheritDoc ICharacterController.move }
534
+ */ _proto.move = function move(disp, minDist, elapsedTime) {
535
+ return this._pxController.move(disp, minDist, elapsedTime);
536
+ };
537
+ /**
538
+ * {@inheritDoc ICharacterController.setWorldPosition }
539
+ */ _proto.setWorldPosition = function setWorldPosition(position) {
540
+ this._pxController && this._pxController.setPosition(position);
541
+ };
542
+ /**
543
+ * {@inheritDoc ICharacterController.getWorldPosition }
544
+ */ _proto.getWorldPosition = function getWorldPosition(position) {
545
+ position.copyFrom(this._pxController.getPosition());
546
+ };
547
+ /**
548
+ * {@inheritDoc ICharacterController.setStepOffset }
549
+ */ _proto.setStepOffset = function setStepOffset(offset) {
550
+ this._pxController.setStepOffset(offset);
551
+ };
552
+ /**
553
+ * {@inheritDoc ICharacterController.setNonWalkableMode }
554
+ */ _proto.setNonWalkableMode = function setNonWalkableMode(flag) {
555
+ this._pxController.setNonWalkableMode(flag);
556
+ };
557
+ /**
558
+ * {@inheritDoc ICharacterController.setUpDirection }
559
+ */ _proto.setUpDirection = function setUpDirection(up) {
560
+ this._pxController.setUpDirection(up);
561
+ };
562
+ /**
563
+ * {@inheritDoc ICharacterController.setSlopeLimit }
564
+ */ _proto.setSlopeLimit = function setSlopeLimit(slopeLimit) {
565
+ this._pxController.setSlopeLimit(slopeLimit);
566
+ };
567
+ /**
568
+ * {@inheritDoc ICharacterController.addShape }
569
+ */ _proto.addShape = function addShape(shape) {
570
+ this._pxManager && this._createPXController(this._pxManager, shape);
571
+ this._shape = shape;
572
+ shape._controllers.add(this);
573
+ };
574
+ /**
575
+ * {@inheritDoc ICharacterController.removeShape }
576
+ */ _proto.removeShape = function removeShape(shape) {
577
+ this._destroyPXController();
578
+ this._shape = null;
579
+ shape._controllers.delete(this);
580
+ };
581
+ /**
582
+ * {@inheritDoc ICharacterController.destroy }
583
+ */ _proto.destroy = function destroy() {
584
+ this._destroyPXController();
585
+ };
586
+ /**
587
+ * @internal
588
+ */ _proto._createPXController = function _createPXController(pxManager, shape) {
589
+ var desc;
590
+ if (_instanceof__default['default'](shape, PhysXBoxColliderShape)) {
591
+ desc = new exports.PhysXPhysics._physX.PxBoxControllerDesc();
592
+ desc.halfHeight = shape._halfSize.x;
593
+ desc.halfSideExtent = shape._halfSize.y;
594
+ desc.halfForwardExtent = shape._halfSize.z;
595
+ } else if (_instanceof__default['default'](shape, PhysXCapsuleColliderShape)) {
596
+ desc = new exports.PhysXPhysics._physX.PxCapsuleControllerDesc();
597
+ desc.radius = shape._radius;
598
+ desc.height = shape._halfHeight * 2;
599
+ desc.climbingMode = 1; // constraint mode
600
+ } else {
601
+ throw "unsupported shape type";
602
+ }
603
+ desc.setMaterial(shape._pxMaterials[0]);
604
+ this._pxController = pxManager._getControllerManager().createController(desc);
605
+ this._pxController.setQueryFilterData(new exports.PhysXPhysics._physX.PxFilterData(shape._id, 0, 0, 0));
606
+ };
607
+ /**
608
+ * @internal
609
+ */ _proto._destroyPXController = function _destroyPXController() {
610
+ if (this._pxController) {
611
+ this._pxController.release();
612
+ this._pxController = null;
613
+ }
614
+ };
615
+ return PhysXCharacterController;
616
+ }();
228
617
 
229
- /**
230
- * a joint that maintains an upper or lower bound (or both) on the distance between two points on different objects
231
- */ var PhysXSpringJoint = /*#__PURE__*/ function(PhysXJoint1) {
232
- _inherits(PhysXSpringJoint, PhysXJoint1);
233
- function PhysXSpringJoint(collider) {
234
- var _this;
235
- _this = PhysXJoint1.call(this) || this;
236
- _this._swingOffset = new engine.Vector3();
237
- _this._collider = collider;
238
- _this._pxJoint = exports.PhysXPhysics._pxPhysics.createDistanceJoint(null, PhysXJoint._defaultVec, PhysXJoint._defaultQuat, collider._pxActor, PhysXJoint._defaultVec, PhysXJoint._defaultQuat);
239
- _this._pxJoint.setDistanceJointFlag(2, true); // enable max distance;
240
- _this._pxJoint.setDistanceJointFlag(4, true); // enable min distance;
241
- _this._pxJoint.setDistanceJointFlag(8, true); // enable spring;
242
- return _this;
243
- }
244
- var _proto = PhysXSpringJoint.prototype;
245
- /**
246
- * {@inheritDoc ISpringJoint.setSwingOffset }
247
- */ _proto.setSwingOffset = function setSwingOffset(value) {
248
- this._swingOffset.copyFrom(value);
249
- this._setLocalPose(1, value, PhysXJoint._defaultQuat);
250
- };
251
- /**
252
- * {@inheritDoc ISpringJoint.setMinDistance }
253
- */ _proto.setMinDistance = function setMinDistance(distance) {
254
- this._pxJoint.setMinDistance(distance);
255
- };
256
- /**
257
- * {@inheritDoc ISpringJoint.setMaxDistance }
258
- */ _proto.setMaxDistance = function setMaxDistance(distance) {
259
- this._pxJoint.setMaxDistance(distance);
260
- };
261
- /**
262
- * {@inheritDoc ISpringJoint.setTolerance }
263
- */ _proto.setTolerance = function setTolerance(tolerance) {
264
- this._pxJoint.setTolerance(tolerance);
265
- };
266
- /**
267
- * {@inheritDoc ISpringJoint.setStiffness }
268
- */ _proto.setStiffness = function setStiffness(stiffness) {
269
- this._pxJoint.setStiffness(stiffness);
270
- };
271
- /**
272
- * {@inheritDoc ISpringJoint.setDamping }
273
- */ _proto.setDamping = function setDamping(damping) {
274
- this._pxJoint.setDamping(damping);
275
- };
276
- return PhysXSpringJoint;
277
- }(PhysXJoint);
618
+ /**
619
+ * Abstract class of physical collider.
620
+ */ var PhysXCollider = /*#__PURE__*/ function() {
621
+ function PhysXCollider() {}
622
+ var _proto = PhysXCollider.prototype;
623
+ /**
624
+ * {@inheritDoc ICollider.addShape }
625
+ */ _proto.addShape = function addShape(shape) {
626
+ this._pxActor.attachShape(shape._pxShape);
627
+ };
628
+ /**
629
+ * {@inheritDoc ICollider.removeShape }
630
+ */ _proto.removeShape = function removeShape(shape) {
631
+ this._pxActor.detachShape(shape._pxShape, true);
632
+ };
633
+ /**
634
+ * {@inheritDoc ICollider.setWorldTransform }
635
+ */ _proto.setWorldTransform = function setWorldTransform(position, rotation) {
636
+ this._pxActor.setGlobalPose(this._transform(position, rotation), true);
637
+ };
638
+ /**
639
+ * {@inheritDoc ICollider.getWorldTransform }
640
+ */ _proto.getWorldTransform = function getWorldTransform(outPosition, outRotation) {
641
+ var transform = this._pxActor.getGlobalPose();
642
+ outPosition.set(transform.translation.x, transform.translation.y, transform.translation.z);
643
+ outRotation.set(transform.rotation.x, transform.rotation.y, transform.rotation.z, transform.rotation.w);
644
+ };
645
+ /**
646
+ * {@inheritDoc ICollider.destroy }
647
+ */ _proto.destroy = function destroy() {
648
+ this._pxActor.release();
649
+ };
650
+ /**
651
+ * @internal
652
+ */ _proto._transform = function _transform(pos, rot) {
653
+ var transform = PhysXCollider._tempTransform;
654
+ transform.translation = pos;
655
+ transform.rotation = rot.normalize();
656
+ return transform;
657
+ };
658
+ return PhysXCollider;
659
+ }();
660
+ PhysXCollider._tempTransform = {
661
+ translation: null,
662
+ rotation: null
663
+ };
278
664
 
279
- /**
280
- * High-performance unordered array, delete uses exchange method to improve performance, internal capacity only increases.
281
- */ var DisorderedArray = /*#__PURE__*/ function() {
282
- function DisorderedArray(count) {
283
- if (count === void 0) count = 0;
284
- this.length = 0;
285
- this._elements = new Array(count);
286
- }
287
- var _proto = DisorderedArray.prototype;
288
- _proto.add = function add(element) {
289
- if (this.length === this._elements.length) this._elements.push(element);
290
- else this._elements[this.length] = element;
291
- this.length++;
292
- };
293
- _proto.delete = function _delete(element) {
294
- //TODO: It can be optimized for custom binary search and other algorithms, currently this._elements>=this.length wastes performance.
295
- var index = this._elements.indexOf(element);
296
- this.deleteByIndex(index);
297
- };
298
- _proto.get = function get(index) {
299
- if (index >= this.length) {
300
- throw "Index is out of range.";
301
- }
302
- return this._elements[index];
303
- };
304
- /**
305
- *
306
- * @param index
307
- * @returns The replaced item is used to reset its index.
308
- */ _proto.deleteByIndex = function deleteByIndex(index) {
309
- var elements = this._elements;
310
- var end = null;
311
- var lastIndex = this.length - 1;
312
- if (index !== lastIndex) {
313
- end = elements[lastIndex];
314
- elements[index] = end;
315
- }
316
- this.length--;
317
- return end;
318
- };
319
- _proto.garbageCollection = function garbageCollection() {
320
- this._elements.length = this.length;
321
- };
322
- return DisorderedArray;
323
- }();
665
+ var CollisionDetectionMode;
666
+ (function(CollisionDetectionMode) {
667
+ CollisionDetectionMode[CollisionDetectionMode[/** Continuous collision detection is off for this dynamic collider. */ "Discrete"] = 0] = "Discrete";
668
+ CollisionDetectionMode[CollisionDetectionMode[/** Continuous collision detection is on for colliding with static mesh geometry. */ "Continuous"] = 1] = "Continuous";
669
+ CollisionDetectionMode[CollisionDetectionMode[/** Continuous collision detection is on for colliding with static and dynamic geometry. */ "ContinuousDynamic"] = 2] = "ContinuousDynamic";
670
+ CollisionDetectionMode[CollisionDetectionMode[/** Speculative continuous collision detection is on for static and dynamic geometries */ "ContinuousSpeculative"] = 3] = "ContinuousSpeculative";
671
+ })(CollisionDetectionMode || (CollisionDetectionMode = {}));
672
+ /**
673
+ * A dynamic collider can act with self-defined movement or physical force
674
+ */ var PhysXDynamicCollider = /*#__PURE__*/ function(PhysXCollider) {
675
+ _inherits__default['default'](PhysXDynamicCollider, PhysXCollider);
676
+ function PhysXDynamicCollider(position, rotation) {
677
+ var _this;
678
+ _this = PhysXCollider.call(this) || this;
679
+ var transform = _this._transform(position, rotation);
680
+ _this._pxActor = exports.PhysXPhysics._pxPhysics.createRigidDynamic(transform);
681
+ return _this;
682
+ }
683
+ var _proto = PhysXDynamicCollider.prototype;
684
+ /**
685
+ * {@inheritDoc IDynamicCollider.setLinearDamping }
686
+ */ _proto.setLinearDamping = function setLinearDamping(value) {
687
+ this._pxActor.setLinearDamping(value);
688
+ };
689
+ /**
690
+ * {@inheritDoc IDynamicCollider.setAngularDamping }
691
+ */ _proto.setAngularDamping = function setAngularDamping(value) {
692
+ this._pxActor.setAngularDamping(value);
693
+ };
694
+ /**
695
+ * {@inheritDoc IDynamicCollider.setLinearVelocity }
696
+ */ _proto.setLinearVelocity = function setLinearVelocity(value) {
697
+ this._pxActor.setLinearVelocity(value, true);
698
+ };
699
+ /**
700
+ * {@inheritDoc IDynamicCollider.setAngularVelocity }
701
+ */ _proto.setAngularVelocity = function setAngularVelocity(value) {
702
+ this._pxActor.setAngularVelocity(value, true);
703
+ };
704
+ /**
705
+ * {@inheritDoc IDynamicCollider.setMass }
706
+ */ _proto.setMass = function setMass(value) {
707
+ this._pxActor.setMass(value);
708
+ };
709
+ /**
710
+ * {@inheritDoc IDynamicCollider.setCenterOfMass }
711
+ */ _proto.setCenterOfMass = function setCenterOfMass(position) {
712
+ this._pxActor.setCMassLocalPose(position);
713
+ };
714
+ /**
715
+ * {@inheritDoc IDynamicCollider.setInertiaTensor }
716
+ */ _proto.setInertiaTensor = function setInertiaTensor(value) {
717
+ this._pxActor.setMassSpaceInertiaTensor(value);
718
+ };
719
+ /**
720
+ * {@inheritDoc IDynamicCollider.setMaxAngularVelocity }
721
+ */ _proto.setMaxAngularVelocity = function setMaxAngularVelocity(value) {
722
+ this._pxActor.setMaxAngularVelocity(value);
723
+ };
724
+ /**
725
+ * {@inheritDoc IDynamicCollider.setMaxDepenetrationVelocity }
726
+ */ _proto.setMaxDepenetrationVelocity = function setMaxDepenetrationVelocity(value) {
727
+ this._pxActor.setMaxDepenetrationVelocity(value);
728
+ };
729
+ /**
730
+ * {@inheritDoc IDynamicCollider.setSleepThreshold }
731
+ * @default 1e-5f * PxTolerancesScale::speed * PxTolerancesScale::speed
732
+ */ _proto.setSleepThreshold = function setSleepThreshold(value) {
733
+ this._pxActor.setSleepThreshold(value);
734
+ };
735
+ /**
736
+ * {@inheritDoc IDynamicCollider.setSolverIterations }
737
+ */ _proto.setSolverIterations = function setSolverIterations(value) {
738
+ this._pxActor.setSolverIterationCounts(value, 1);
739
+ };
740
+ /**
741
+ * {@inheritDoc IDynamicCollider.setCollisionDetectionMode }
742
+ */ _proto.setCollisionDetectionMode = function setCollisionDetectionMode(value) {
743
+ switch(value){
744
+ case 1:
745
+ this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eENABLE_CCD, true);
746
+ break;
747
+ case 2:
748
+ this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eENABLE_CCD_FRICTION, true);
749
+ break;
750
+ case 3:
751
+ this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eENABLE_SPECULATIVE_CCD, true);
752
+ break;
753
+ case 0:
754
+ this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eENABLE_CCD, false);
755
+ this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eENABLE_CCD_FRICTION, false);
756
+ this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eENABLE_SPECULATIVE_CCD, false);
757
+ break;
758
+ }
759
+ };
760
+ /**
761
+ * {@inheritDoc IDynamicCollider.setIsKinematic }
762
+ */ _proto.setIsKinematic = function setIsKinematic(value) {
763
+ if (value) {
764
+ this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eKINEMATIC, true);
765
+ } else {
766
+ this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eKINEMATIC, false);
767
+ }
768
+ };
769
+ /**
770
+ * {@inheritDoc IDynamicCollider.setConstraints }
771
+ */ _proto.setConstraints = function setConstraints(flags) {
772
+ this._pxActor.setRigidDynamicLockFlags(flags);
773
+ };
774
+ /**
775
+ * {@inheritDoc IDynamicCollider.addForce }
776
+ */ _proto.addForce = function addForce(force) {
777
+ this._pxActor.addForce({
778
+ x: force.x,
779
+ y: force.y,
780
+ z: force.z
781
+ });
782
+ };
783
+ /**
784
+ * {@inheritDoc IDynamicCollider.addTorque }
785
+ */ _proto.addTorque = function addTorque(torque) {
786
+ this._pxActor.addTorque({
787
+ x: torque.x,
788
+ y: torque.y,
789
+ z: torque.z
790
+ });
791
+ };
792
+ /**
793
+ * {@inheritDoc IDynamicCollider.move }
794
+ */ _proto.move = function move(positionOrRotation, rotation) {
795
+ if (rotation) {
796
+ this._pxActor.setKinematicTarget(positionOrRotation, rotation);
797
+ return;
798
+ }
799
+ var tempTranslation = PhysXDynamicCollider._tempTranslation;
800
+ var tempRotation = PhysXDynamicCollider._tempRotation;
801
+ this.getWorldTransform(tempTranslation, tempRotation);
802
+ if (_instanceof__default['default'](positionOrRotation, engine.Vector3)) {
803
+ this._pxActor.setKinematicTarget(positionOrRotation, tempRotation);
804
+ } else {
805
+ this._pxActor.setKinematicTarget(tempTranslation, positionOrRotation);
806
+ }
807
+ };
808
+ /**
809
+ * {@inheritDoc IDynamicCollider.sleep }
810
+ */ _proto.sleep = function sleep() {
811
+ return this._pxActor.putToSleep();
812
+ };
813
+ /**
814
+ * {@inheritDoc IDynamicCollider.wakeUp }
815
+ */ _proto.wakeUp = function wakeUp() {
816
+ return this._pxActor.wakeUp();
817
+ };
818
+ return PhysXDynamicCollider;
819
+ }(PhysXCollider);
820
+ PhysXDynamicCollider._tempTranslation = new engine.Vector3();
821
+ PhysXDynamicCollider._tempRotation = new engine.Quaternion();
324
822
 
325
- var ShapeFlag;
326
- (function(ShapeFlag) {
327
- ShapeFlag[ShapeFlag[/** The shape will partake in collision in the physical simulation. */ "SIMULATION_SHAPE"] = 1] = "SIMULATION_SHAPE";
328
- ShapeFlag[ShapeFlag[/** The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...). */ "SCENE_QUERY_SHAPE"] = 2] = "SCENE_QUERY_SHAPE";
329
- ShapeFlag[ShapeFlag[/** The shape is a trigger which can send reports whenever other shapes enter/leave its volume. */ "TRIGGER_SHAPE"] = 4] = "TRIGGER_SHAPE";
330
- })(ShapeFlag || (ShapeFlag = {}));
331
- /**
332
- * Abstract class for collider shapes.
333
- */ var PhysXColliderShape = /*#__PURE__*/ function() {
334
- function PhysXColliderShape() {
335
- /** @internal */ this._controllers = new DisorderedArray();
336
- this._scale = new engine.Vector3(1, 1, 1);
337
- this._position = new engine.Vector3();
338
- this._rotation = null;
339
- this._axis = null;
340
- this._physxRotation = new engine.Quaternion();
341
- this._shapeFlags = 2 | 1;
342
- /** @internal */ this._pxMaterials = new Array(1);
343
- }
344
- var _proto = PhysXColliderShape.prototype;
345
- /**
346
- * {@inheritDoc IColliderShape.setRotation }
347
- */ _proto.setRotation = function setRotation(value) {
348
- this._rotation = value;
349
- engine.Quaternion.rotationYawPitchRoll(value.x, value.y, value.z, this._physxRotation);
350
- this._axis && engine.Quaternion.multiply(this._physxRotation, this._axis, this._physxRotation);
351
- this._physxRotation.normalize();
352
- this._setLocalPose();
353
- };
354
- /**
355
- * {@inheritDoc IColliderShape.setPosition }
356
- */ _proto.setPosition = function setPosition(value) {
357
- if (value !== this._position) {
358
- this._position.copyFrom(value);
359
- }
360
- this._setLocalPose();
361
- };
362
- /**
363
- * {@inheritDoc IColliderShape.setContactOffset }
364
- * @default 0.02f * PxTolerancesScale::length
365
- */ _proto.setContactOffset = function setContactOffset(offset) {
366
- this._pxShape.setContactOffset(offset);
367
- var controllers = this._controllers;
368
- for(var i = 0, n = controllers.length; i < n; i++){
369
- controllers.get(i)._pxController.setContactOffset(offset);
370
- }
371
- };
372
- /**
373
- * {@inheritDoc IColliderShape.setMaterial }
374
- */ _proto.setMaterial = function setMaterial(value) {
375
- this._pxMaterials[0] = value._pxMaterial;
376
- this._pxShape.setMaterials(this._pxMaterials);
377
- };
378
- /**
379
- * {@inheritDoc IColliderShape.setIsTrigger }
380
- */ _proto.setIsTrigger = function setIsTrigger(value) {
381
- this._modifyFlag(1, !value);
382
- this._modifyFlag(4, value);
383
- this._setShapeFlags(this._shapeFlags);
384
- };
385
- /**
386
- * {@inheritDoc IColliderShape.destroy }
387
- */ _proto.destroy = function destroy() {
388
- this._pxShape.release();
389
- };
390
- /**
391
- * @internal
392
- */ _proto._setShapeFlags = function _setShapeFlags(flags) {
393
- this._shapeFlags = flags;
394
- this._pxShape.setFlags(new exports.PhysXPhysics._physX.PxShapeFlags(this._shapeFlags));
395
- };
396
- _proto._setLocalPose = function _setLocalPose() {
397
- var transform = PhysXColliderShape.transform;
398
- engine.Vector3.multiply(this._position, this._scale, transform.translation);
399
- transform.rotation = this._physxRotation;
400
- this._pxShape.setLocalPose(transform);
401
- };
402
- _proto._initialize = function _initialize(material, id) {
403
- this._id = id;
404
- this._pxMaterials[0] = material._pxMaterial;
405
- this._pxShape = exports.PhysXPhysics._pxPhysics.createShape(this._pxGeometry, material._pxMaterial, true, new exports.PhysXPhysics._physX.PxShapeFlags(this._shapeFlags));
406
- this._pxShape.setQueryFilterData(new exports.PhysXPhysics._physX.PxFilterData(id, 0, 0, 0));
407
- };
408
- _proto._modifyFlag = function _modifyFlag(flag, value) {
409
- this._shapeFlags = value ? this._shapeFlags | flag : this._shapeFlags & ~flag;
410
- };
411
- return PhysXColliderShape;
412
- }();
413
- (function() {
414
- PhysXColliderShape.halfSqrt = 0.70710678118655;
415
- })();
416
- (function() {
417
- PhysXColliderShape.transform = {
418
- translation: new engine.Vector3(),
419
- rotation: null
420
- };
421
- })();
823
+ /**
824
+ * A manager is a collection of colliders and constraints which can interact.
825
+ */ var PhysXPhysicsManager = /*#__PURE__*/ function() {
826
+ function PhysXPhysicsManager(onContactEnter, onContactExit, onContactStay, onTriggerEnter, onTriggerExit, onTriggerStay) {
827
+ var _this = this;
828
+ /** @internal */ this._pxControllerManager = null;
829
+ this._currentEvents = new DisorderedArray();
830
+ this._eventMap = {};
831
+ this._eventPool = [];
832
+ this._onContactEnter = onContactEnter;
833
+ this._onContactExit = onContactExit;
834
+ this._onContactStay = onContactStay;
835
+ this._onTriggerEnter = onTriggerEnter;
836
+ this._onTriggerExit = onTriggerExit;
837
+ this._onTriggerStay = onTriggerStay;
838
+ var triggerCallback = {
839
+ onContactBegin: function(obj1, obj2) {
840
+ var index1 = obj1.getQueryFilterData().word0;
841
+ var index2 = obj2.getQueryFilterData().word0;
842
+ _this._onContactEnter(index1, index2);
843
+ },
844
+ onContactEnd: function(obj1, obj2) {
845
+ var index1 = obj1.getQueryFilterData().word0;
846
+ var index2 = obj2.getQueryFilterData().word0;
847
+ _this._onContactExit(index1, index2);
848
+ },
849
+ onContactPersist: function(obj1, obj2) {
850
+ var index1 = obj1.getQueryFilterData().word0;
851
+ var index2 = obj2.getQueryFilterData().word0;
852
+ _this._onContactStay(index1, index2);
853
+ },
854
+ onTriggerBegin: function(obj1, obj2) {
855
+ var index1 = obj1.getQueryFilterData().word0;
856
+ var index2 = obj2.getQueryFilterData().word0;
857
+ var event = index1 < index2 ? _this._getTrigger(index1, index2) : _this._getTrigger(index2, index1);
858
+ event.state = 0;
859
+ _this._currentEvents.add(event);
860
+ },
861
+ onTriggerEnd: function(obj1, obj2) {
862
+ var index1 = obj1.getQueryFilterData().word0;
863
+ var index2 = obj2.getQueryFilterData().word0;
864
+ var event;
865
+ if (index1 < index2) {
866
+ var subMap = _this._eventMap[index1];
867
+ event = subMap[index2];
868
+ subMap[index2] = undefined;
869
+ } else {
870
+ var subMap1 = _this._eventMap[index2];
871
+ event = subMap1[index1];
872
+ subMap1[index1] = undefined;
873
+ }
874
+ event.state = 2;
875
+ }
876
+ };
877
+ var PHYSXSimulationCallbackInstance = exports.PhysXPhysics._physX.PxSimulationEventCallback.implement(triggerCallback);
878
+ var sceneDesc = exports.PhysXPhysics._physX.getDefaultSceneDesc(exports.PhysXPhysics._pxPhysics.getTolerancesScale(), 0, PHYSXSimulationCallbackInstance);
879
+ this._pxScene = exports.PhysXPhysics._pxPhysics.createScene(sceneDesc);
880
+ }
881
+ var _proto = PhysXPhysicsManager.prototype;
882
+ /**
883
+ * {@inheritDoc IPhysicsManager.setGravity }
884
+ */ _proto.setGravity = function setGravity(value) {
885
+ this._pxScene.setGravity(value);
886
+ };
887
+ /**
888
+ * {@inheritDoc IPhysicsManager.addColliderShape }
889
+ */ _proto.addColliderShape = function addColliderShape(colliderShape) {
890
+ this._eventMap[colliderShape._id] = {};
891
+ };
892
+ /**
893
+ * {@inheritDoc IPhysicsManager.removeColliderShape }
894
+ */ _proto.removeColliderShape = function removeColliderShape(colliderShape) {
895
+ var _this = this, eventPool = _this._eventPool, currentEvents = _this._currentEvents;
896
+ var shapeID = colliderShape._id;
897
+ for(var i = currentEvents.length - 1; i >= 0; i--){
898
+ var event = currentEvents.get(i);
899
+ if (event.index1 == shapeID || event.index2 == shapeID) {
900
+ currentEvents.deleteByIndex(i);
901
+ eventPool.push(event);
902
+ }
903
+ }
904
+ delete this._eventMap[shapeID];
905
+ };
906
+ /**
907
+ * {@inheritDoc IPhysicsManager.addCollider }
908
+ */ _proto.addCollider = function addCollider(collider) {
909
+ this._pxScene.addActor(collider._pxActor, null);
910
+ };
911
+ /**
912
+ * {@inheritDoc IPhysicsManager.removeCollider }
913
+ */ _proto.removeCollider = function removeCollider(collider) {
914
+ this._pxScene.removeActor(collider._pxActor, true);
915
+ };
916
+ /**
917
+ * {@inheritDoc IPhysicsManager.addCharacterController }
918
+ */ _proto.addCharacterController = function addCharacterController(characterController) {
919
+ // Physx have no API to remove/readd cct into scene.
920
+ if (!characterController._pxController) {
921
+ var shape = characterController._shape;
922
+ if (shape) {
923
+ var lastPXManager = characterController._pxManager;
924
+ if (lastPXManager !== this) {
925
+ lastPXManager && characterController._destroyPXController();
926
+ characterController._createPXController(this, shape);
927
+ }
928
+ }
929
+ }
930
+ characterController._pxManager = this;
931
+ };
932
+ /**
933
+ * {@inheritDoc IPhysicsManager.removeCharacterController }
934
+ */ _proto.removeCharacterController = function removeCharacterController(characterController) {
935
+ characterController._pxManager = null;
936
+ };
937
+ /**
938
+ * {@inheritDoc IPhysicsManager.update }
939
+ */ _proto.update = function update(elapsedTime) {
940
+ this._simulate(elapsedTime);
941
+ this._fetchResults();
942
+ this._fireEvent();
943
+ };
944
+ /**
945
+ * {@inheritDoc IPhysicsManager.raycast }
946
+ */ _proto.raycast = function raycast(ray, distance, onRaycast, hit) {
947
+ var pxHitResult = PhysXPhysicsManager._pxRaycastHit;
948
+ distance = Math.min(distance, 3.4e38); // float32 max value limit in physx raycast.
949
+ var raycastCallback = {
950
+ preFilter: function(filterData, shape, actor) {
951
+ var index = shape.getQueryFilterData().word0;
952
+ if (onRaycast(index)) {
953
+ return 2; // eBLOCK
954
+ } else {
955
+ return 0; // eNONE
956
+ }
957
+ },
958
+ postFilter: function(filterData, hit) {}
959
+ };
960
+ var result = this._pxScene.raycastSingle(ray.origin, ray.direction, distance, pxHitResult, PhysXPhysicsManager._pxFilterData, exports.PhysXPhysics._physX.PxQueryFilterCallback.implement(raycastCallback));
961
+ if (result && hit != undefined) {
962
+ var position = PhysXPhysicsManager._tempPosition, normal = PhysXPhysicsManager._tempNormal;
963
+ var pxPosition = pxHitResult.position, pxNormal = pxHitResult.normal;
964
+ position.set(pxPosition.x, pxPosition.y, pxPosition.z);
965
+ normal.set(pxNormal.x, pxNormal.y, pxNormal.z);
966
+ hit(pxHitResult.getShape().getQueryFilterData().word0, pxHitResult.distance, position, normal);
967
+ }
968
+ return result;
969
+ };
970
+ /**
971
+ * @internal
972
+ */ _proto._getControllerManager = function _getControllerManager() {
973
+ var pxControllerManager = this._pxControllerManager;
974
+ if (pxControllerManager === null) {
975
+ this._pxControllerManager = pxControllerManager = this._pxScene.createControllerManager();
976
+ }
977
+ return pxControllerManager;
978
+ };
979
+ _proto._simulate = function _simulate(elapsedTime) {
980
+ this._pxScene.simulate(elapsedTime, true);
981
+ };
982
+ _proto._fetchResults = function _fetchResults(block) {
983
+ if (block === void 0) block = true;
984
+ this._pxScene.fetchResults(block);
985
+ };
986
+ _proto._getTrigger = function _getTrigger(index1, index2) {
987
+ var event;
988
+ if (this._eventPool.length) {
989
+ event = this._eventPool.pop();
990
+ event.index1 = index1;
991
+ event.index2 = index2;
992
+ } else {
993
+ event = new TriggerEvent(index1, index2);
994
+ }
995
+ this._eventMap[index1][index2] = event;
996
+ return event;
997
+ };
998
+ _proto._fireEvent = function _fireEvent() {
999
+ var _this = this, eventPool = _this._eventPool, currentEvents = _this._currentEvents;
1000
+ for(var i = currentEvents.length - 1; i >= 0; i--){
1001
+ var event = currentEvents.get(i);
1002
+ if (event.state == 0) {
1003
+ this._onTriggerEnter(event.index1, event.index2);
1004
+ event.state = 1;
1005
+ } else if (event.state == 1) {
1006
+ this._onTriggerStay(event.index1, event.index2);
1007
+ } else if (event.state == 2) {
1008
+ this._onTriggerExit(event.index1, event.index2);
1009
+ currentEvents.deleteByIndex(i);
1010
+ eventPool.push(event);
1011
+ }
1012
+ }
1013
+ };
1014
+ PhysXPhysicsManager._init = function _init() {
1015
+ PhysXPhysicsManager._pxRaycastHit = new exports.PhysXPhysics._physX.PxRaycastHit();
1016
+ PhysXPhysicsManager._pxFilterData = new exports.PhysXPhysics._physX.PxQueryFilterData();
1017
+ PhysXPhysicsManager._pxFilterData.flags = new exports.PhysXPhysics._physX.PxQueryFlags(1 | 2 | 4);
1018
+ };
1019
+ return PhysXPhysicsManager;
1020
+ }();
1021
+ PhysXPhysicsManager._tempPosition = new engine.Vector3();
1022
+ PhysXPhysicsManager._tempNormal = new engine.Vector3();
1023
+ var /**
1024
+ * Filtering flags for scene queries.
1025
+ */ QueryFlag;
1026
+ (function(QueryFlag) {
1027
+ QueryFlag[QueryFlag["STATIC"] = 1] = "STATIC";
1028
+ QueryFlag[QueryFlag["DYNAMIC"] = 2] = "DYNAMIC";
1029
+ QueryFlag[QueryFlag["PRE_FILTER"] = 4] = "PRE_FILTER";
1030
+ QueryFlag[QueryFlag["POST_FILTER"] = 8] = "POST_FILTER";
1031
+ QueryFlag[QueryFlag["ANY_HIT"] = 16] = "ANY_HIT";
1032
+ QueryFlag[QueryFlag["NO_BLOCK"] = 32] = "NO_BLOCK";
1033
+ })(QueryFlag || (QueryFlag = {}));
1034
+ var /**
1035
+ * Physics state
1036
+ */ TriggerEventState;
1037
+ (function(TriggerEventState) {
1038
+ TriggerEventState[TriggerEventState["Enter"] = 0] = "Enter";
1039
+ TriggerEventState[TriggerEventState["Stay"] = 1] = "Stay";
1040
+ TriggerEventState[TriggerEventState["Exit"] = 2] = "Exit";
1041
+ })(TriggerEventState || (TriggerEventState = {}));
1042
+ /**
1043
+ * Trigger event to store interactive object ids and state.
1044
+ */ var TriggerEvent = function TriggerEvent(index1, index2) {
1045
+ this.index1 = index1;
1046
+ this.index2 = index2;
1047
+ };
422
1048
 
423
- /**
424
- * Box collider shape in PhysX.
425
- */ var PhysXBoxColliderShape = /*#__PURE__*/ function(PhysXColliderShape) {
426
- _inherits(PhysXBoxColliderShape, PhysXColliderShape);
427
- function PhysXBoxColliderShape(uniqueID, size, material) {
428
- var _this;
429
- _this = PhysXColliderShape.call(this) || this;
430
- /** @internal */ _this._halfSize = new engine.Vector3();
431
- _this._halfSize.set(size.x * 0.5, size.y * 0.5, size.z * 0.5);
432
- _this._pxGeometry = new exports.PhysXPhysics._physX.PxBoxGeometry(_this._halfSize.x * _this._scale.x, _this._halfSize.y * _this._scale.y, _this._halfSize.z * _this._scale.z);
433
- _this._initialize(material, uniqueID);
434
- _this._setLocalPose();
435
- return _this;
436
- }
437
- var _proto = PhysXBoxColliderShape.prototype;
438
- /**
439
- * {@inheritDoc IBoxColliderShape.setSize }
440
- */ _proto.setSize = function setSize(value) {
441
- this._halfSize.set(value.x * 0.5, value.y * 0.5, value.z * 0.5);
442
- engine.Vector3.multiply(this._halfSize, this._scale, PhysXBoxColliderShape._tempHalfExtents);
443
- this._pxGeometry.halfExtents = PhysXBoxColliderShape._tempHalfExtents;
444
- this._pxShape.setGeometry(this._pxGeometry);
445
- var controllers = this._controllers;
446
- for(var i = 0, n = controllers.length; i < n; i++){
447
- var pxController = controllers.get(i)._pxController;
448
- pxController.setHalfHeight(this._halfSize.x);
449
- pxController.setHalfSideExtent(this._halfSize.y);
450
- pxController.setHalfForwardExtent(this._halfSize.z);
451
- }
452
- };
453
- /**
454
- * {@inheritDoc IColliderShape.setWorldScale }
455
- */ _proto.setWorldScale = function setWorldScale(scale) {
456
- this._scale.copyFrom(scale);
457
- this._setLocalPose();
458
- engine.Vector3.multiply(this._halfSize, this._scale, PhysXBoxColliderShape._tempHalfExtents);
459
- this._pxGeometry.halfExtents = PhysXBoxColliderShape._tempHalfExtents;
460
- this._pxShape.setGeometry(this._pxGeometry);
461
- };
462
- return PhysXBoxColliderShape;
463
- }(PhysXColliderShape);
464
- (function() {
465
- PhysXBoxColliderShape._tempHalfExtents = new engine.Vector3();
466
- })();
1049
+ /**
1050
+ * Physics material describes how to handle colliding objects (friction, bounciness).
1051
+ */ var PhysXPhysicsMaterial = /*#__PURE__*/ function() {
1052
+ function PhysXPhysicsMaterial(staticFriction, dynamicFriction, bounciness, frictionCombine, bounceCombine) {
1053
+ var pxMaterial = exports.PhysXPhysics._pxPhysics.createMaterial(staticFriction, dynamicFriction, bounciness);
1054
+ pxMaterial.setFrictionCombineMode(frictionCombine);
1055
+ pxMaterial.setRestitutionCombineMode(bounceCombine);
1056
+ this._pxMaterial = pxMaterial;
1057
+ }
1058
+ var _proto = PhysXPhysicsMaterial.prototype;
1059
+ /**
1060
+ * {@inheritDoc IPhysicsMaterial.setBounciness }
1061
+ */ _proto.setBounciness = function setBounciness(value) {
1062
+ this._pxMaterial.setRestitution(value);
1063
+ };
1064
+ /**
1065
+ * {@inheritDoc IPhysicsMaterial.setDynamicFriction }
1066
+ */ _proto.setDynamicFriction = function setDynamicFriction(value) {
1067
+ this._pxMaterial.setDynamicFriction(value);
1068
+ };
1069
+ /**
1070
+ * {@inheritDoc IPhysicsMaterial.setStaticFriction }
1071
+ */ _proto.setStaticFriction = function setStaticFriction(value) {
1072
+ this._pxMaterial.setStaticFriction(value);
1073
+ };
1074
+ /**
1075
+ * {@inheritDoc IPhysicsMaterial.setBounceCombine }
1076
+ */ _proto.setBounceCombine = function setBounceCombine(value) {
1077
+ this._pxMaterial.setRestitutionCombineMode(value);
1078
+ };
1079
+ /**
1080
+ * {@inheritDoc IPhysicsMaterial.setFrictionCombine }
1081
+ */ _proto.setFrictionCombine = function setFrictionCombine(value) {
1082
+ this._pxMaterial.setFrictionCombineMode(value);
1083
+ };
1084
+ /**
1085
+ * {@inheritDoc IPhysicsMaterial.destroy }
1086
+ */ _proto.destroy = function destroy() {
1087
+ this._pxMaterial.release();
1088
+ };
1089
+ return PhysXPhysicsMaterial;
1090
+ }();
1091
+ var /**
1092
+ * Describes how physics materials of the colliding objects are combined.
1093
+ */ CombineMode;
1094
+ (function(CombineMode) {
1095
+ CombineMode[CombineMode[/** Averages the friction/bounce of the two colliding materials. */ "Average"] = 0] = "Average";
1096
+ CombineMode[CombineMode[/** Uses the smaller friction/bounce of the two colliding materials. */ "Minimum"] = 1] = "Minimum";
1097
+ CombineMode[CombineMode[/** Multiplies the friction/bounce of the two colliding materials. */ "Multiply"] = 2] = "Multiply";
1098
+ CombineMode[CombineMode[/** Uses the larger friction/bounce of the two colliding materials. */ "Maximum"] = 3] = "Maximum";
1099
+ })(CombineMode || (CombineMode = {}));
467
1100
 
468
- /**
469
- * Capsule collider shape in PhysX.
470
- */ var PhysXCapsuleColliderShape = /*#__PURE__*/ function(PhysXColliderShape1) {
471
- _inherits(PhysXCapsuleColliderShape, PhysXColliderShape1);
472
- function PhysXCapsuleColliderShape(uniqueID, radius, height, material) {
473
- var _this;
474
- _this = PhysXColliderShape1.call(this) || this;
475
- _this._upAxis = /** Up axis is Y. */ 1;
476
- _this._radius = radius;
477
- _this._halfHeight = height * 0.5;
478
- _this._axis = new engine.Quaternion(0, 0, PhysXColliderShape.halfSqrt, PhysXColliderShape.halfSqrt);
479
- _this._physxRotation.copyFrom(_this._axis);
480
- _this._pxGeometry = new exports.PhysXPhysics._physX.PxCapsuleGeometry(_this._radius, _this._halfHeight);
481
- _this._initialize(material, uniqueID);
482
- _this._setLocalPose();
483
- return _this;
484
- }
485
- var _proto = PhysXCapsuleColliderShape.prototype;
486
- /**
487
- * {@inheritDoc ICapsuleColliderShape.setRadius }
488
- */ _proto.setRadius = function setRadius(value) {
489
- this._radius = value;
490
- switch(this._upAxis){
491
- case /** Up axis is X. */ 0:
492
- this._pxGeometry.radius = this._radius * Math.max(this._scale.y, this._scale.z);
493
- break;
494
- case 1:
495
- this._pxGeometry.radius = this._radius * Math.max(this._scale.x, this._scale.z);
496
- break;
497
- case /** Up axis is Z. */ 2:
498
- this._pxGeometry.radius = this._radius * Math.max(this._scale.x, this._scale.y);
499
- break;
500
- }
501
- this._pxShape.setGeometry(this._pxGeometry);
502
- var controllers = this._controllers;
503
- for(var i = 0, n = controllers.length; i < n; i++){
504
- controllers.get(i)._pxController.setRadius(value);
505
- }
506
- };
507
- /**
508
- * {@inheritDoc ICapsuleColliderShape.setHeight }
509
- */ _proto.setHeight = function setHeight(value) {
510
- this._halfHeight = value * 0.5;
511
- switch(this._upAxis){
512
- case 0:
513
- this._pxGeometry.halfHeight = this._halfHeight * this._scale.x;
514
- break;
515
- case 1:
516
- this._pxGeometry.halfHeight = this._halfHeight * this._scale.y;
517
- break;
518
- case 2:
519
- this._pxGeometry.halfHeight = this._halfHeight * this._scale.z;
520
- break;
521
- }
522
- this._pxShape.setGeometry(this._pxGeometry);
523
- var controllers = this._controllers;
524
- for(var i = 0, n = controllers.length; i < n; i++){
525
- controllers.get(i)._pxController.setHeight(value);
526
- }
527
- };
528
- /**
529
- * {@inheritDoc ICapsuleColliderShape.setUpAxis }
530
- */ _proto.setUpAxis = function setUpAxis(upAxis) {
531
- var _this = this, rotation = _this._rotation, axis = _this._axis, physxRotation = _this._physxRotation;
532
- this._upAxis = upAxis;
533
- switch(this._upAxis){
534
- case 0:
535
- axis.set(0, 0, 0, 1);
536
- break;
537
- case 1:
538
- axis.set(0, 0, PhysXColliderShape.halfSqrt, PhysXColliderShape.halfSqrt);
539
- break;
540
- case 2:
541
- axis.set(0, PhysXColliderShape.halfSqrt, 0, PhysXColliderShape.halfSqrt);
542
- break;
543
- }
544
- if (rotation) {
545
- engine.Quaternion.rotationYawPitchRoll(rotation.x, rotation.y, rotation.z, physxRotation);
546
- engine.Quaternion.multiply(physxRotation, axis, physxRotation);
547
- } else {
548
- physxRotation.copyFrom(axis);
549
- }
550
- this._setLocalPose();
551
- };
552
- /**
553
- * {@inheritDoc IColliderShape.setWorldScale }
554
- */ _proto.setWorldScale = function setWorldScale(scale) {
555
- this._scale.copyFrom(scale);
556
- this._setLocalPose();
557
- switch(this._upAxis){
558
- case 0:
559
- this._pxGeometry.radius = this._radius * Math.max(scale.y, scale.z);
560
- this._pxGeometry.halfHeight = this._halfHeight * scale.x;
561
- break;
562
- case 1:
563
- this._pxGeometry.radius = this._radius * Math.max(scale.x, scale.z);
564
- this._pxGeometry.halfHeight = this._halfHeight * scale.y;
565
- break;
566
- case 2:
567
- this._pxGeometry.radius = this._radius * Math.max(scale.x, scale.y);
568
- this._pxGeometry.halfHeight = this._halfHeight * scale.z;
569
- break;
570
- }
571
- this._pxShape.setGeometry(this._pxGeometry);
572
- };
573
- return PhysXCapsuleColliderShape;
574
- }(PhysXColliderShape);
575
- var /**
576
- * The up axis of the collider shape.
577
- */ ColliderShapeUpAxis;
578
- (function(ColliderShapeUpAxis) {
579
- ColliderShapeUpAxis[ColliderShapeUpAxis["X"] = 0] = "X";
580
- ColliderShapeUpAxis[ColliderShapeUpAxis["Y"] = 1] = "Y";
581
- ColliderShapeUpAxis[ColliderShapeUpAxis["Z"] = 2] = "Z";
582
- })(ColliderShapeUpAxis || (ColliderShapeUpAxis = {}));
1101
+ /**
1102
+ * A static collider component that will not move.
1103
+ * @remarks Mostly used for object which always stays at the same place and never moves around.
1104
+ */ var PhysXStaticCollider = /*#__PURE__*/ function(PhysXCollider) {
1105
+ _inherits__default['default'](PhysXStaticCollider, PhysXCollider);
1106
+ function PhysXStaticCollider(position, rotation) {
1107
+ var _this;
1108
+ _this = PhysXCollider.call(this) || this;
1109
+ _this._pxActor = exports.PhysXPhysics._pxPhysics.createRigidStatic(_this._transform(position, rotation));
1110
+ return _this;
1111
+ }
1112
+ return PhysXStaticCollider;
1113
+ }(PhysXCollider);
583
1114
 
584
- /**
585
- * Base class for character controllers.
586
- */ var PhysXCharacterController = /*#__PURE__*/ function() {
587
- function PhysXCharacterController() {}
588
- var _proto = PhysXCharacterController.prototype;
589
- /**
590
- * {@inheritDoc ICharacterController.move }
591
- */ _proto.move = function move(disp, minDist, elapsedTime) {
592
- return this._pxController.move(disp, minDist, elapsedTime);
593
- };
594
- /**
595
- * {@inheritDoc ICharacterController.setWorldPosition }
596
- */ _proto.setWorldPosition = function setWorldPosition(position) {
597
- this._pxController && this._pxController.setPosition(position);
598
- };
599
- /**
600
- * {@inheritDoc ICharacterController.getWorldPosition }
601
- */ _proto.getWorldPosition = function getWorldPosition(position) {
602
- position.copyFrom(this._pxController.getPosition());
603
- };
604
- /**
605
- * {@inheritDoc ICharacterController.setStepOffset }
606
- */ _proto.setStepOffset = function setStepOffset(offset) {
607
- this._pxController.setStepOffset(offset);
608
- };
609
- /**
610
- * {@inheritDoc ICharacterController.setNonWalkableMode }
611
- */ _proto.setNonWalkableMode = function setNonWalkableMode(flag) {
612
- this._pxController.setNonWalkableMode(flag);
613
- };
614
- /**
615
- * {@inheritDoc ICharacterController.setUpDirection }
616
- */ _proto.setUpDirection = function setUpDirection(up) {
617
- this._pxController.setUpDirection(up);
618
- };
619
- /**
620
- * {@inheritDoc ICharacterController.setSlopeLimit }
621
- */ _proto.setSlopeLimit = function setSlopeLimit(slopeLimit) {
622
- this._pxController.setSlopeLimit(slopeLimit);
623
- };
624
- /**
625
- * {@inheritDoc ICharacterController.addShape }
626
- */ _proto.addShape = function addShape(shape) {
627
- this._pxManager && this._createPXController(this._pxManager, shape);
628
- this._shape = shape;
629
- shape._controllers.add(this);
630
- };
631
- /**
632
- * {@inheritDoc ICharacterController.removeShape }
633
- */ _proto.removeShape = function removeShape(shape) {
634
- this._destroyPXController();
635
- this._shape = null;
636
- shape._controllers.delete(this);
637
- };
638
- /**
639
- * {@inheritDoc ICharacterController.destroy }
640
- */ _proto.destroy = function destroy() {
641
- this._destroyPXController();
642
- };
643
- /**
644
- * @internal
645
- */ _proto._createPXController = function _createPXController(pxManager, shape) {
646
- var desc;
647
- if (_instanceof(shape, PhysXBoxColliderShape)) {
648
- desc = new exports.PhysXPhysics._physX.PxBoxControllerDesc();
649
- desc.halfHeight = shape._halfSize.x;
650
- desc.halfSideExtent = shape._halfSize.y;
651
- desc.halfForwardExtent = shape._halfSize.z;
652
- } else if (_instanceof(shape, PhysXCapsuleColliderShape)) {
653
- desc = new exports.PhysXPhysics._physX.PxCapsuleControllerDesc();
654
- desc.radius = shape._radius;
655
- desc.height = shape._halfHeight * 2;
656
- desc.climbingMode = 1; // constraint mode
657
- } else {
658
- throw "unsupported shape type";
659
- }
660
- desc.setMaterial(shape._pxMaterials[0]);
661
- this._pxController = pxManager._getControllerManager().createController(desc);
662
- this._pxController.setQueryFilterData(new exports.PhysXPhysics._physX.PxFilterData(shape._id, 0, 0, 0));
663
- };
664
- /**
665
- * @internal
666
- */ _proto._destroyPXController = function _destroyPXController() {
667
- if (this._pxController) {
668
- this._pxController.release();
669
- this._pxController = null;
670
- }
671
- };
672
- return PhysXCharacterController;
673
- }();
1115
+ /**
1116
+ * Plane collider shape in PhysX.
1117
+ */ var PhysXPlaneColliderShape = /*#__PURE__*/ function(PhysXColliderShape1) {
1118
+ _inherits__default['default'](PhysXPlaneColliderShape, PhysXColliderShape1);
1119
+ function PhysXPlaneColliderShape(uniqueID, material) {
1120
+ var _this;
1121
+ _this = PhysXColliderShape1.call(this) || this;
1122
+ _this._axis = new engine.Quaternion(0, 0, PhysXColliderShape.halfSqrt, PhysXColliderShape.halfSqrt);
1123
+ _this._physxRotation.copyFrom(_this._axis);
1124
+ _this._pxGeometry = new exports.PhysXPhysics._physX.PxPlaneGeometry();
1125
+ _this._initialize(material, uniqueID);
1126
+ _this._setLocalPose();
1127
+ return _this;
1128
+ }
1129
+ var _proto = PhysXPlaneColliderShape.prototype;
1130
+ /**
1131
+ * {@inheritDoc IColliderShape.setWorldScale }
1132
+ */ _proto.setWorldScale = function setWorldScale(scale) {
1133
+ this._scale.copyFrom(scale);
1134
+ this._setLocalPose();
1135
+ };
1136
+ return PhysXPlaneColliderShape;
1137
+ }(PhysXColliderShape);
674
1138
 
675
- /**
676
- * Abstract class of physical collider.
677
- */ var PhysXCollider = /*#__PURE__*/ function() {
678
- function PhysXCollider() {}
679
- var _proto = PhysXCollider.prototype;
680
- /**
681
- * {@inheritDoc ICollider.addShape }
682
- */ _proto.addShape = function addShape(shape) {
683
- this._pxActor.attachShape(shape._pxShape);
684
- };
685
- /**
686
- * {@inheritDoc ICollider.removeShape }
687
- */ _proto.removeShape = function removeShape(shape) {
688
- this._pxActor.detachShape(shape._pxShape, true);
689
- };
690
- /**
691
- * {@inheritDoc ICollider.setWorldTransform }
692
- */ _proto.setWorldTransform = function setWorldTransform(position, rotation) {
693
- this._pxActor.setGlobalPose(this._transform(position, rotation), true);
694
- };
695
- /**
696
- * {@inheritDoc ICollider.getWorldTransform }
697
- */ _proto.getWorldTransform = function getWorldTransform(outPosition, outRotation) {
698
- var transform = this._pxActor.getGlobalPose();
699
- outPosition.set(transform.translation.x, transform.translation.y, transform.translation.z);
700
- outRotation.set(transform.rotation.x, transform.rotation.y, transform.rotation.z, transform.rotation.w);
701
- };
702
- /**
703
- * {@inheritDoc ICollider.destroy }
704
- */ _proto.destroy = function destroy() {
705
- this._pxActor.release();
706
- };
707
- /**
708
- * @internal
709
- */ _proto._transform = function _transform(pos, rot) {
710
- var transform = PhysXCollider._tempTransform;
711
- transform.translation = pos;
712
- transform.rotation = rot.normalize();
713
- return transform;
714
- };
715
- return PhysXCollider;
716
- }();
717
- (function() {
718
- PhysXCollider._tempTransform = {
719
- translation: null,
720
- rotation: null
721
- };
722
- })();
1139
+ /**
1140
+ * Sphere collider shape in PhysX.
1141
+ */ var PhysXSphereColliderShape = /*#__PURE__*/ function(PhysXColliderShape) {
1142
+ _inherits__default['default'](PhysXSphereColliderShape, PhysXColliderShape);
1143
+ function PhysXSphereColliderShape(uniqueID, radius, material) {
1144
+ var _this;
1145
+ _this = PhysXColliderShape.call(this) || this;
1146
+ _this._maxScale = 1;
1147
+ _this._radius = radius;
1148
+ _this._pxGeometry = new exports.PhysXPhysics._physX.PxSphereGeometry(_this._radius * _this._maxScale);
1149
+ _this._initialize(material, uniqueID);
1150
+ _this._setLocalPose();
1151
+ return _this;
1152
+ }
1153
+ var _proto = PhysXSphereColliderShape.prototype;
1154
+ /**
1155
+ * {@inheritDoc ISphereColliderShape.setRadius }
1156
+ */ _proto.setRadius = function setRadius(value) {
1157
+ this._radius = value;
1158
+ this._pxGeometry.radius = value * this._maxScale;
1159
+ this._pxShape.setGeometry(this._pxGeometry);
1160
+ };
1161
+ /**
1162
+ * {@inheritDoc IColliderShape.setWorldScale }
1163
+ */ _proto.setWorldScale = function setWorldScale(scale) {
1164
+ this._scale.copyFrom(scale);
1165
+ this._setLocalPose();
1166
+ this._maxScale = Math.max(scale.x, Math.max(scale.x, scale.y));
1167
+ this._pxGeometry.radius = this._radius * this._maxScale;
1168
+ this._pxShape.setGeometry(this._pxGeometry);
1169
+ };
1170
+ return PhysXSphereColliderShape;
1171
+ }(PhysXColliderShape);
723
1172
 
724
- var CollisionDetectionMode;
725
- (function(CollisionDetectionMode) {
726
- CollisionDetectionMode[CollisionDetectionMode[/** Continuous collision detection is off for this dynamic collider. */ "Discrete"] = 0] = "Discrete";
727
- CollisionDetectionMode[CollisionDetectionMode[/** Continuous collision detection is on for colliding with static mesh geometry. */ "Continuous"] = 1] = "Continuous";
728
- CollisionDetectionMode[CollisionDetectionMode[/** Continuous collision detection is on for colliding with static and dynamic geometry. */ "ContinuousDynamic"] = 2] = "ContinuousDynamic";
729
- CollisionDetectionMode[CollisionDetectionMode[/** Speculative continuous collision detection is on for static and dynamic geometries */ "ContinuousSpeculative"] = 3] = "ContinuousSpeculative";
730
- })(CollisionDetectionMode || (CollisionDetectionMode = {}));
731
- /**
732
- * A dynamic collider can act with self-defined movement or physical force
733
- */ var PhysXDynamicCollider = /*#__PURE__*/ function(PhysXCollider) {
734
- _inherits(PhysXDynamicCollider, PhysXCollider);
735
- function PhysXDynamicCollider(position, rotation) {
736
- var _this;
737
- _this = PhysXCollider.call(this) || this;
738
- var transform = _this._transform(position, rotation);
739
- _this._pxActor = exports.PhysXPhysics._pxPhysics.createRigidDynamic(transform);
740
- return _this;
741
- }
742
- var _proto = PhysXDynamicCollider.prototype;
743
- /**
744
- * {@inheritDoc IDynamicCollider.setLinearDamping }
745
- */ _proto.setLinearDamping = function setLinearDamping(value) {
746
- this._pxActor.setLinearDamping(value);
747
- };
748
- /**
749
- * {@inheritDoc IDynamicCollider.setAngularDamping }
750
- */ _proto.setAngularDamping = function setAngularDamping(value) {
751
- this._pxActor.setAngularDamping(value);
752
- };
753
- /**
754
- * {@inheritDoc IDynamicCollider.setLinearVelocity }
755
- */ _proto.setLinearVelocity = function setLinearVelocity(value) {
756
- this._pxActor.setLinearVelocity(value, true);
757
- };
758
- /**
759
- * {@inheritDoc IDynamicCollider.setAngularVelocity }
760
- */ _proto.setAngularVelocity = function setAngularVelocity(value) {
761
- this._pxActor.setAngularVelocity(value, true);
762
- };
763
- /**
764
- * {@inheritDoc IDynamicCollider.setMass }
765
- */ _proto.setMass = function setMass(value) {
766
- this._pxActor.setMass(value);
767
- };
768
- /**
769
- * {@inheritDoc IDynamicCollider.setCenterOfMass }
770
- */ _proto.setCenterOfMass = function setCenterOfMass(position) {
771
- this._pxActor.setCMassLocalPose(position);
772
- };
773
- /**
774
- * {@inheritDoc IDynamicCollider.setInertiaTensor }
775
- */ _proto.setInertiaTensor = function setInertiaTensor(value) {
776
- this._pxActor.setMassSpaceInertiaTensor(value);
777
- };
778
- /**
779
- * {@inheritDoc IDynamicCollider.setMaxAngularVelocity }
780
- */ _proto.setMaxAngularVelocity = function setMaxAngularVelocity(value) {
781
- this._pxActor.setMaxAngularVelocity(value);
782
- };
783
- /**
784
- * {@inheritDoc IDynamicCollider.setMaxDepenetrationVelocity }
785
- */ _proto.setMaxDepenetrationVelocity = function setMaxDepenetrationVelocity(value) {
786
- this._pxActor.setMaxDepenetrationVelocity(value);
787
- };
788
- /**
789
- * {@inheritDoc IDynamicCollider.setSleepThreshold }
790
- * @default 1e-5f * PxTolerancesScale::speed * PxTolerancesScale::speed
791
- */ _proto.setSleepThreshold = function setSleepThreshold(value) {
792
- this._pxActor.setSleepThreshold(value);
793
- };
794
- /**
795
- * {@inheritDoc IDynamicCollider.setSolverIterations }
796
- */ _proto.setSolverIterations = function setSolverIterations(value) {
797
- this._pxActor.setSolverIterationCounts(value, 1);
798
- };
799
- /**
800
- * {@inheritDoc IDynamicCollider.setCollisionDetectionMode }
801
- */ _proto.setCollisionDetectionMode = function setCollisionDetectionMode(value) {
802
- switch(value){
803
- case 1:
804
- this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eENABLE_CCD, true);
805
- break;
806
- case 2:
807
- this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eENABLE_CCD_FRICTION, true);
808
- break;
809
- case 3:
810
- this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eENABLE_SPECULATIVE_CCD, true);
811
- break;
812
- case 0:
813
- this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eENABLE_CCD, false);
814
- this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eENABLE_CCD_FRICTION, false);
815
- this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eENABLE_SPECULATIVE_CCD, false);
816
- break;
817
- }
818
- };
819
- /**
820
- * {@inheritDoc IDynamicCollider.setIsKinematic }
821
- */ _proto.setIsKinematic = function setIsKinematic(value) {
822
- if (value) {
823
- this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eKINEMATIC, true);
824
- } else {
825
- this._pxActor.setRigidBodyFlag(exports.PhysXPhysics._physX.PxRigidBodyFlag.eKINEMATIC, false);
826
- }
827
- };
828
- /**
829
- * {@inheritDoc IDynamicCollider.setConstraints }
830
- */ _proto.setConstraints = function setConstraints(flags) {
831
- this._pxActor.setRigidDynamicLockFlags(flags);
832
- };
833
- /**
834
- * {@inheritDoc IDynamicCollider.addForce }
835
- */ _proto.addForce = function addForce(force) {
836
- this._pxActor.addForce({
837
- x: force.x,
838
- y: force.y,
839
- z: force.z
840
- });
841
- };
842
- /**
843
- * {@inheritDoc IDynamicCollider.addTorque }
844
- */ _proto.addTorque = function addTorque(torque) {
845
- this._pxActor.addTorque({
846
- x: torque.x,
847
- y: torque.y,
848
- z: torque.z
849
- });
850
- };
851
- /**
852
- * {@inheritDoc IDynamicCollider.move }
853
- */ _proto.move = function move(positionOrRotation, rotation) {
854
- if (rotation) {
855
- this._pxActor.setKinematicTarget(positionOrRotation, rotation);
856
- return;
857
- }
858
- var tempTranslation = PhysXDynamicCollider._tempTranslation;
859
- var tempRotation = PhysXDynamicCollider._tempRotation;
860
- this.getWorldTransform(tempTranslation, tempRotation);
861
- if (_instanceof(positionOrRotation, engine.Vector3)) {
862
- this._pxActor.setKinematicTarget(positionOrRotation, tempRotation);
863
- } else {
864
- this._pxActor.setKinematicTarget(tempTranslation, positionOrRotation);
865
- }
866
- };
867
- /**
868
- * {@inheritDoc IDynamicCollider.sleep }
869
- */ _proto.sleep = function sleep() {
870
- return this._pxActor.putToSleep();
871
- };
872
- /**
873
- * {@inheritDoc IDynamicCollider.wakeUp }
874
- */ _proto.wakeUp = function wakeUp() {
875
- return this._pxActor.wakeUp();
876
- };
877
- return PhysXDynamicCollider;
878
- }(PhysXCollider);
879
- (function() {
880
- PhysXDynamicCollider._tempTranslation = new engine.Vector3();
881
- })();
882
- (function() {
883
- PhysXDynamicCollider._tempRotation = new engine.Quaternion();
884
- })();
1173
+ /**
1174
+ * Static interface implement decorator.
1175
+ * https://stackoverflow.com/questions/13955157/how-to-define-static-property-in-typescript-interface
1176
+ */ function StaticInterfaceImplement() {
1177
+ return function(constructor) {
1178
+ };
1179
+ }
885
1180
 
886
- /**
887
- * A manager is a collection of colliders and constraints which can interact.
888
- */ var PhysXPhysicsManager = /*#__PURE__*/ function() {
889
- function PhysXPhysicsManager(onContactEnter, onContactExit, onContactStay, onTriggerEnter, onTriggerExit, onTriggerStay) {
890
- var _this = this;
891
- /** @internal */ this._pxControllerManager = null;
892
- this._currentEvents = new DisorderedArray();
893
- this._eventMap = {};
894
- this._eventPool = [];
895
- this._onContactEnter = onContactEnter;
896
- this._onContactExit = onContactExit;
897
- this._onContactStay = onContactStay;
898
- this._onTriggerEnter = onTriggerEnter;
899
- this._onTriggerExit = onTriggerExit;
900
- this._onTriggerStay = onTriggerStay;
901
- var triggerCallback = {
902
- onContactBegin: function(obj1, obj2) {
903
- var index1 = obj1.getQueryFilterData().word0;
904
- var index2 = obj2.getQueryFilterData().word0;
905
- _this._onContactEnter(index1, index2);
906
- },
907
- onContactEnd: function(obj1, obj2) {
908
- var index1 = obj1.getQueryFilterData().word0;
909
- var index2 = obj2.getQueryFilterData().word0;
910
- _this._onContactExit(index1, index2);
911
- },
912
- onContactPersist: function(obj1, obj2) {
913
- var index1 = obj1.getQueryFilterData().word0;
914
- var index2 = obj2.getQueryFilterData().word0;
915
- _this._onContactStay(index1, index2);
916
- },
917
- onTriggerBegin: function(obj1, obj2) {
918
- var index1 = obj1.getQueryFilterData().word0;
919
- var index2 = obj2.getQueryFilterData().word0;
920
- var event = index1 < index2 ? _this._getTrigger(index1, index2) : _this._getTrigger(index2, index1);
921
- event.state = 0;
922
- _this._currentEvents.add(event);
923
- },
924
- onTriggerEnd: function(obj1, obj2) {
925
- var index1 = obj1.getQueryFilterData().word0;
926
- var index2 = obj2.getQueryFilterData().word0;
927
- var event;
928
- if (index1 < index2) {
929
- var subMap = _this._eventMap[index1];
930
- event = subMap[index2];
931
- subMap[index2] = undefined;
932
- } else {
933
- var subMap1 = _this._eventMap[index2];
934
- event = subMap1[index1];
935
- subMap1[index1] = undefined;
936
- }
937
- event.state = 2;
938
- }
939
- };
940
- var PHYSXSimulationCallbackInstance = exports.PhysXPhysics._physX.PxSimulationEventCallback.implement(triggerCallback);
941
- var sceneDesc = exports.PhysXPhysics._physX.getDefaultSceneDesc(exports.PhysXPhysics._pxPhysics.getTolerancesScale(), 0, PHYSXSimulationCallbackInstance);
942
- this._pxScene = exports.PhysXPhysics._pxPhysics.createScene(sceneDesc);
943
- }
944
- var _proto = PhysXPhysicsManager.prototype;
945
- /**
946
- * {@inheritDoc IPhysicsManager.setGravity }
947
- */ _proto.setGravity = function setGravity(value) {
948
- this._pxScene.setGravity(value);
949
- };
950
- /**
951
- * {@inheritDoc IPhysicsManager.addColliderShape }
952
- */ _proto.addColliderShape = function addColliderShape(colliderShape) {
953
- this._eventMap[colliderShape._id] = {};
954
- };
955
- /**
956
- * {@inheritDoc IPhysicsManager.removeColliderShape }
957
- */ _proto.removeColliderShape = function removeColliderShape(colliderShape) {
958
- var _this = this, eventPool = _this._eventPool, currentEvents = _this._currentEvents;
959
- var shapeID = colliderShape._id;
960
- for(var i = currentEvents.length - 1; i >= 0; i--){
961
- var event = currentEvents.get(i);
962
- if (event.index1 == shapeID || event.index2 == shapeID) {
963
- currentEvents.deleteByIndex(i);
964
- eventPool.push(event);
965
- }
966
- }
967
- delete this._eventMap[shapeID];
968
- };
969
- /**
970
- * {@inheritDoc IPhysicsManager.addCollider }
971
- */ _proto.addCollider = function addCollider(collider) {
972
- this._pxScene.addActor(collider._pxActor, null);
973
- };
974
- /**
975
- * {@inheritDoc IPhysicsManager.removeCollider }
976
- */ _proto.removeCollider = function removeCollider(collider) {
977
- this._pxScene.removeActor(collider._pxActor, true);
978
- };
979
- /**
980
- * {@inheritDoc IPhysicsManager.addCharacterController }
981
- */ _proto.addCharacterController = function addCharacterController(characterController) {
982
- // Physx have no API to remove/readd cct into scene.
983
- if (!characterController._pxController) {
984
- var shape = characterController._shape;
985
- if (shape) {
986
- var lastPXManager = characterController._pxManager;
987
- if (lastPXManager !== this) {
988
- lastPXManager && characterController._destroyPXController();
989
- characterController._createPXController(this, shape);
990
- }
991
- }
992
- }
993
- characterController._pxManager = this;
994
- };
995
- /**
996
- * {@inheritDoc IPhysicsManager.removeCharacterController }
997
- */ _proto.removeCharacterController = function removeCharacterController(characterController) {
998
- characterController._pxManager = null;
999
- };
1000
- /**
1001
- * {@inheritDoc IPhysicsManager.update }
1002
- */ _proto.update = function update(elapsedTime) {
1003
- this._simulate(elapsedTime);
1004
- this._fetchResults();
1005
- this._fireEvent();
1006
- };
1007
- /**
1008
- * {@inheritDoc IPhysicsManager.raycast }
1009
- */ _proto.raycast = function raycast(ray, distance, onRaycast, hit) {
1010
- var pxHitResult = PhysXPhysicsManager._pxRaycastHit;
1011
- distance = Math.min(distance, 3.4e38); // float32 max value limit in physx raycast.
1012
- var raycastCallback = {
1013
- preFilter: function(filterData, shape, actor) {
1014
- var index = shape.getQueryFilterData().word0;
1015
- if (onRaycast(index)) {
1016
- return 2; // eBLOCK
1017
- } else {
1018
- return 0; // eNONE
1019
- }
1020
- },
1021
- postFilter: function(filterData, hit) {}
1022
- };
1023
- var result = this._pxScene.raycastSingle(ray.origin, ray.direction, distance, pxHitResult, PhysXPhysicsManager._pxFilterData, exports.PhysXPhysics._physX.PxQueryFilterCallback.implement(raycastCallback));
1024
- if (result && hit != undefined) {
1025
- var position = PhysXPhysicsManager._tempPosition, normal = PhysXPhysicsManager._tempNormal;
1026
- var pxPosition = pxHitResult.position, pxNormal = pxHitResult.normal;
1027
- position.set(pxPosition.x, pxPosition.y, pxPosition.z);
1028
- normal.set(pxNormal.x, pxNormal.y, pxNormal.z);
1029
- hit(pxHitResult.getShape().getQueryFilterData().word0, pxHitResult.distance, position, normal);
1030
- }
1031
- return result;
1032
- };
1033
- /**
1034
- * @internal
1035
- */ _proto._getControllerManager = function _getControllerManager() {
1036
- var pxControllerManager = this._pxControllerManager;
1037
- if (pxControllerManager === null) {
1038
- this._pxControllerManager = pxControllerManager = this._pxScene.createControllerManager();
1039
- }
1040
- return pxControllerManager;
1041
- };
1042
- _proto._simulate = function _simulate(elapsedTime) {
1043
- this._pxScene.simulate(elapsedTime, true);
1044
- };
1045
- _proto._fetchResults = function _fetchResults(block) {
1046
- if (block === void 0) block = true;
1047
- this._pxScene.fetchResults(block);
1048
- };
1049
- _proto._getTrigger = function _getTrigger(index1, index2) {
1050
- var event;
1051
- if (this._eventPool.length) {
1052
- event = this._eventPool.pop();
1053
- event.index1 = index1;
1054
- event.index2 = index2;
1055
- } else {
1056
- event = new TriggerEvent(index1, index2);
1057
- }
1058
- this._eventMap[index1][index2] = event;
1059
- return event;
1060
- };
1061
- _proto._fireEvent = function _fireEvent() {
1062
- var _this = this, eventPool = _this._eventPool, currentEvents = _this._currentEvents;
1063
- for(var i = currentEvents.length - 1; i >= 0; i--){
1064
- var event = currentEvents.get(i);
1065
- if (event.state == 0) {
1066
- this._onTriggerEnter(event.index1, event.index2);
1067
- event.state = 1;
1068
- } else if (event.state == 1) {
1069
- this._onTriggerStay(event.index1, event.index2);
1070
- } else if (event.state == 2) {
1071
- this._onTriggerExit(event.index1, event.index2);
1072
- currentEvents.deleteByIndex(i);
1073
- eventPool.push(event);
1074
- }
1075
- }
1076
- };
1077
- PhysXPhysicsManager._init = function _init() {
1078
- PhysXPhysicsManager._pxRaycastHit = new exports.PhysXPhysics._physX.PxRaycastHit();
1079
- PhysXPhysicsManager._pxFilterData = new exports.PhysXPhysics._physX.PxQueryFilterData();
1080
- PhysXPhysicsManager._pxFilterData.flags = new exports.PhysXPhysics._physX.PxQueryFlags(1 | 2 | 4);
1081
- };
1082
- return PhysXPhysicsManager;
1083
- }();
1084
- (function() {
1085
- PhysXPhysicsManager._tempPosition = new engine.Vector3();
1086
- })();
1087
- (function() {
1088
- PhysXPhysicsManager._tempNormal = new engine.Vector3();
1089
- })();
1090
- var /**
1091
- * Filtering flags for scene queries.
1092
- */ QueryFlag;
1093
- (function(QueryFlag) {
1094
- QueryFlag[QueryFlag["STATIC"] = 1] = "STATIC";
1095
- QueryFlag[QueryFlag["DYNAMIC"] = 2] = "DYNAMIC";
1096
- QueryFlag[QueryFlag["PRE_FILTER"] = 4] = "PRE_FILTER";
1097
- QueryFlag[QueryFlag["POST_FILTER"] = 8] = "POST_FILTER";
1098
- QueryFlag[QueryFlag["ANY_HIT"] = 16] = "ANY_HIT";
1099
- QueryFlag[QueryFlag["NO_BLOCK"] = 32] = "NO_BLOCK";
1100
- })(QueryFlag || (QueryFlag = {}));
1101
- var /**
1102
- * Physics state
1103
- */ TriggerEventState;
1104
- (function(TriggerEventState) {
1105
- TriggerEventState[TriggerEventState["Enter"] = 0] = "Enter";
1106
- TriggerEventState[TriggerEventState["Stay"] = 1] = "Stay";
1107
- TriggerEventState[TriggerEventState["Exit"] = 2] = "Exit";
1108
- })(TriggerEventState || (TriggerEventState = {}));
1109
- /**
1110
- * Trigger event to store interactive object ids and state.
1111
- */ var TriggerEvent = function TriggerEvent(index1, index2) {
1112
- this.index1 = index1;
1113
- this.index2 = index2;
1114
- };
1181
+ exports.PhysXPhysics = /*#__PURE__*/ function() {
1182
+ function PhysXPhysics1() {}
1183
+ /**
1184
+ * Initialize PhysXPhysics.
1185
+ * @param runtimeMode - Runtime mode
1186
+ * @returns Promise object
1187
+ */ PhysXPhysics1.initialize = function initialize(runtimeMode) {
1188
+ if (runtimeMode === void 0) runtimeMode = exports.PhysXRuntimeMode.Auto;
1189
+ var scriptPromise = new Promise(function(resolve, reject) {
1190
+ var script = document.createElement("script");
1191
+ document.body.appendChild(script);
1192
+ script.async = true;
1193
+ script.onload = resolve;
1194
+ script.onerror = reject;
1195
+ if (runtimeMode == exports.PhysXRuntimeMode.Auto) {
1196
+ var supported = function() {
1197
+ try {
1198
+ if (typeof WebAssembly === "object" && typeof WebAssembly.instantiate === "function") {
1199
+ var module = new WebAssembly.Module(Uint8Array.of(0x0, 0x61, 0x73, 0x6d, 0x01, 0x00, 0x00, 0x00));
1200
+ if (_instanceof__default['default'](module, WebAssembly.Module)) return _instanceof__default['default'](new WebAssembly.Instance(module), WebAssembly.Instance);
1201
+ }
1202
+ } catch (e) {}
1203
+ return false;
1204
+ }();
1205
+ if (supported) {
1206
+ runtimeMode = exports.PhysXRuntimeMode.WebAssembly;
1207
+ } else {
1208
+ runtimeMode = exports.PhysXRuntimeMode.JavaScript;
1209
+ }
1210
+ }
1211
+ if (runtimeMode == exports.PhysXRuntimeMode.JavaScript) {
1212
+ script.src = "https://gw.alipayobjects.com/os/lib/oasis-engine/physics-physx/0.9.0-beta.56/libs/physx.release.js.js";
1213
+ } else if (runtimeMode == exports.PhysXRuntimeMode.WebAssembly) {
1214
+ script.src = "https://gw.alipayobjects.com/os/lib/oasis-engine/physics-physx/0.9.0-beta.56/libs/physx.release.js";
1215
+ }
1216
+ });
1217
+ return new Promise(function(resolve, reject) {
1218
+ scriptPromise.then(function() {
1219
+ return window.PHYSX().then(function(PHYSX) {
1220
+ exports.PhysXPhysics._init(PHYSX);
1221
+ console.log("PhysX loaded.");
1222
+ resolve();
1223
+ }, reject);
1224
+ }, reject).catch(reject);
1225
+ });
1226
+ };
1227
+ /**
1228
+ * Destroy PhysXPhysics.
1229
+ */ PhysXPhysics1.destroy = function destroy() {
1230
+ this._pxFoundation.release();
1231
+ this._pxPhysics.release();
1232
+ this._physX = null;
1233
+ this._pxFoundation = null;
1234
+ this._pxPhysics = null;
1235
+ };
1236
+ /**
1237
+ * {@inheritDoc IPhysics.createPhysicsManager }
1238
+ */ PhysXPhysics1.createPhysicsManager = function createPhysicsManager(onContactBegin, onContactEnd, onContactStay, onTriggerBegin, onTriggerEnd, onTriggerStay) {
1239
+ return new PhysXPhysicsManager(onContactBegin, onContactEnd, onContactStay, onTriggerBegin, onTriggerEnd, onTriggerStay);
1240
+ };
1241
+ /**
1242
+ * {@inheritDoc IPhysics.createStaticCollider }
1243
+ */ PhysXPhysics1.createStaticCollider = function createStaticCollider(position, rotation) {
1244
+ return new PhysXStaticCollider(position, rotation);
1245
+ };
1246
+ /**
1247
+ * {@inheritDoc IPhysics.createDynamicCollider }
1248
+ */ PhysXPhysics1.createDynamicCollider = function createDynamicCollider(position, rotation) {
1249
+ return new PhysXDynamicCollider(position, rotation);
1250
+ };
1251
+ /**
1252
+ * {@inheritDoc IPhysics.createCharacterController }
1253
+ */ PhysXPhysics1.createCharacterController = function createCharacterController() {
1254
+ return new PhysXCharacterController();
1255
+ };
1256
+ /**
1257
+ * {@inheritDoc IPhysics.createPhysicsMaterial }
1258
+ */ PhysXPhysics1.createPhysicsMaterial = function createPhysicsMaterial(staticFriction, dynamicFriction, bounciness, frictionCombine, bounceCombine) {
1259
+ return new PhysXPhysicsMaterial(staticFriction, dynamicFriction, bounciness, frictionCombine, bounceCombine);
1260
+ };
1261
+ /**
1262
+ * {@inheritDoc IPhysics.createBoxColliderShape }
1263
+ */ PhysXPhysics1.createBoxColliderShape = function createBoxColliderShape(uniqueID, size, material) {
1264
+ return new PhysXBoxColliderShape(uniqueID, size, material);
1265
+ };
1266
+ /**
1267
+ * {@inheritDoc IPhysics.createSphereColliderShape }
1268
+ */ PhysXPhysics1.createSphereColliderShape = function createSphereColliderShape(uniqueID, radius, material) {
1269
+ return new PhysXSphereColliderShape(uniqueID, radius, material);
1270
+ };
1271
+ /**
1272
+ * {@inheritDoc IPhysics.createPlaneColliderShape }
1273
+ */ PhysXPhysics1.createPlaneColliderShape = function createPlaneColliderShape(uniqueID, material) {
1274
+ return new PhysXPlaneColliderShape(uniqueID, material);
1275
+ };
1276
+ /**
1277
+ * {@inheritDoc IPhysics.createCapsuleColliderShape }
1278
+ */ PhysXPhysics1.createCapsuleColliderShape = function createCapsuleColliderShape(uniqueID, radius, height, material) {
1279
+ return new PhysXCapsuleColliderShape(uniqueID, radius, height, material);
1280
+ };
1281
+ /**
1282
+ * {@inheritDoc IPhysics.createFixedJoint }
1283
+ */ PhysXPhysics1.createFixedJoint = function createFixedJoint(collider) {
1284
+ return new PhysXFixedJoint(collider);
1285
+ };
1286
+ /**
1287
+ * {@inheritDoc IPhysics.createHingeJoint }
1288
+ */ PhysXPhysics1.createHingeJoint = function createHingeJoint(collider) {
1289
+ return new PhysXHingeJoint(collider);
1290
+ };
1291
+ /**
1292
+ * {@inheritDoc IPhysics.createSpringJoint }
1293
+ */ PhysXPhysics1.createSpringJoint = function createSpringJoint(collider) {
1294
+ return new PhysXSpringJoint(collider);
1295
+ };
1296
+ PhysXPhysics1._init = function _init(physX) {
1297
+ var version = physX.PX_PHYSICS_VERSION;
1298
+ var defaultErrorCallback = new physX.PxDefaultErrorCallback();
1299
+ var allocator = new physX.PxDefaultAllocator();
1300
+ var pxFoundation = physX.PxCreateFoundation(version, allocator, defaultErrorCallback);
1301
+ var pxPhysics = physX.PxCreatePhysics(version, pxFoundation, new physX.PxTolerancesScale(), false, null);
1302
+ physX.PxInitExtensions(pxPhysics, null);
1303
+ exports.PhysXPhysics._physX = physX;
1304
+ exports.PhysXPhysics._pxFoundation = pxFoundation;
1305
+ exports.PhysXPhysics._pxPhysics = pxPhysics;
1306
+ PhysXPhysicsManager._init();
1307
+ };
1308
+ return PhysXPhysics1;
1309
+ }();
1310
+ exports.PhysXPhysics = _ts_decorate__default['default']([
1311
+ StaticInterfaceImplement()
1312
+ ], exports.PhysXPhysics);
1115
1313
 
1116
- /**
1117
- * Physics material describes how to handle colliding objects (friction, bounciness).
1118
- */ var PhysXPhysicsMaterial = /*#__PURE__*/ function() {
1119
- function PhysXPhysicsMaterial(staticFriction, dynamicFriction, bounciness, frictionCombine, bounceCombine) {
1120
- var pxMaterial = exports.PhysXPhysics._pxPhysics.createMaterial(staticFriction, dynamicFriction, bounciness);
1121
- pxMaterial.setFrictionCombineMode(frictionCombine);
1122
- pxMaterial.setRestitutionCombineMode(bounceCombine);
1123
- this._pxMaterial = pxMaterial;
1124
- }
1125
- var _proto = PhysXPhysicsMaterial.prototype;
1126
- /**
1127
- * {@inheritDoc IPhysicsMaterial.setBounciness }
1128
- */ _proto.setBounciness = function setBounciness(value) {
1129
- this._pxMaterial.setRestitution(value);
1130
- };
1131
- /**
1132
- * {@inheritDoc IPhysicsMaterial.setDynamicFriction }
1133
- */ _proto.setDynamicFriction = function setDynamicFriction(value) {
1134
- this._pxMaterial.setDynamicFriction(value);
1135
- };
1136
- /**
1137
- * {@inheritDoc IPhysicsMaterial.setStaticFriction }
1138
- */ _proto.setStaticFriction = function setStaticFriction(value) {
1139
- this._pxMaterial.setStaticFriction(value);
1140
- };
1141
- /**
1142
- * {@inheritDoc IPhysicsMaterial.setBounceCombine }
1143
- */ _proto.setBounceCombine = function setBounceCombine(value) {
1144
- this._pxMaterial.setRestitutionCombineMode(value);
1145
- };
1146
- /**
1147
- * {@inheritDoc IPhysicsMaterial.setFrictionCombine }
1148
- */ _proto.setFrictionCombine = function setFrictionCombine(value) {
1149
- this._pxMaterial.setFrictionCombineMode(value);
1150
- };
1151
- /**
1152
- * {@inheritDoc IPhysicsMaterial.destroy }
1153
- */ _proto.destroy = function destroy() {
1154
- this._pxMaterial.release();
1155
- };
1156
- return PhysXPhysicsMaterial;
1157
- }();
1158
- var /**
1159
- * Describes how physics materials of the colliding objects are combined.
1160
- */ CombineMode;
1161
- (function(CombineMode) {
1162
- CombineMode[CombineMode[/** Averages the friction/bounce of the two colliding materials. */ "Average"] = 0] = "Average";
1163
- CombineMode[CombineMode[/** Uses the smaller friction/bounce of the two colliding materials. */ "Minimum"] = 1] = "Minimum";
1164
- CombineMode[CombineMode[/** Multiplies the friction/bounce of the two colliding materials. */ "Multiply"] = 2] = "Multiply";
1165
- CombineMode[CombineMode[/** Uses the larger friction/bounce of the two colliding materials. */ "Maximum"] = 3] = "Maximum";
1166
- })(CombineMode || (CombineMode = {}));
1314
+ Object.defineProperty(exports, '__esModule', { value: true });
1167
1315
 
1168
- /**
1169
- * A static collider component that will not move.
1170
- * @remarks Mostly used for object which always stays at the same place and never moves around.
1171
- */ var PhysXStaticCollider = /*#__PURE__*/ function(PhysXCollider) {
1172
- _inherits(PhysXStaticCollider, PhysXCollider);
1173
- function PhysXStaticCollider(position, rotation) {
1174
- var _this;
1175
- _this = PhysXCollider.call(this) || this;
1176
- _this._pxActor = exports.PhysXPhysics._pxPhysics.createRigidStatic(_this._transform(position, rotation));
1177
- return _this;
1178
- }
1179
- return PhysXStaticCollider;
1180
- }(PhysXCollider);
1181
-
1182
- /**
1183
- * Plane collider shape in PhysX.
1184
- */ var PhysXPlaneColliderShape = /*#__PURE__*/ function(PhysXColliderShape1) {
1185
- _inherits(PhysXPlaneColliderShape, PhysXColliderShape1);
1186
- function PhysXPlaneColliderShape(uniqueID, material) {
1187
- var _this;
1188
- _this = PhysXColliderShape1.call(this) || this;
1189
- _this._axis = new engine.Quaternion(0, 0, PhysXColliderShape.halfSqrt, PhysXColliderShape.halfSqrt);
1190
- _this._physxRotation.copyFrom(_this._axis);
1191
- _this._pxGeometry = new exports.PhysXPhysics._physX.PxPlaneGeometry();
1192
- _this._initialize(material, uniqueID);
1193
- _this._setLocalPose();
1194
- return _this;
1195
- }
1196
- var _proto = PhysXPlaneColliderShape.prototype;
1197
- /**
1198
- * {@inheritDoc IColliderShape.setWorldScale }
1199
- */ _proto.setWorldScale = function setWorldScale(scale) {
1200
- this._scale.copyFrom(scale);
1201
- this._setLocalPose();
1202
- };
1203
- return PhysXPlaneColliderShape;
1204
- }(PhysXColliderShape);
1205
-
1206
- /**
1207
- * Sphere collider shape in PhysX.
1208
- */ var PhysXSphereColliderShape = /*#__PURE__*/ function(PhysXColliderShape) {
1209
- _inherits(PhysXSphereColliderShape, PhysXColliderShape);
1210
- function PhysXSphereColliderShape(uniqueID, radius, material) {
1211
- var _this;
1212
- _this = PhysXColliderShape.call(this) || this;
1213
- _this._maxScale = 1;
1214
- _this._radius = radius;
1215
- _this._pxGeometry = new exports.PhysXPhysics._physX.PxSphereGeometry(_this._radius * _this._maxScale);
1216
- _this._initialize(material, uniqueID);
1217
- _this._setLocalPose();
1218
- return _this;
1219
- }
1220
- var _proto = PhysXSphereColliderShape.prototype;
1221
- /**
1222
- * {@inheritDoc ISphereColliderShape.setRadius }
1223
- */ _proto.setRadius = function setRadius(value) {
1224
- this._radius = value;
1225
- this._pxGeometry.radius = value * this._maxScale;
1226
- this._pxShape.setGeometry(this._pxGeometry);
1227
- };
1228
- /**
1229
- * {@inheritDoc IColliderShape.setWorldScale }
1230
- */ _proto.setWorldScale = function setWorldScale(scale) {
1231
- this._scale.copyFrom(scale);
1232
- this._setLocalPose();
1233
- this._maxScale = Math.max(scale.x, Math.max(scale.x, scale.y));
1234
- this._pxGeometry.radius = this._radius * this._maxScale;
1235
- this._pxShape.setGeometry(this._pxGeometry);
1236
- };
1237
- return PhysXSphereColliderShape;
1238
- }(PhysXColliderShape);
1239
-
1240
- /**
1241
- * Static interface implement decorator.
1242
- * https://stackoverflow.com/questions/13955157/how-to-define-static-property-in-typescript-interface
1243
- */ function StaticInterfaceImplement() {
1244
- return function(constructor) {
1245
- };
1246
- }
1247
-
1248
- exports.PhysXPhysics = /*#__PURE__*/ function() {
1249
- function PhysXPhysics1() {}
1250
- /**
1251
- * Initialize PhysXPhysics.
1252
- * @param runtimeMode - Runtime mode
1253
- * @returns Promise object
1254
- */ PhysXPhysics1.initialize = function initialize(runtimeMode) {
1255
- if (runtimeMode === void 0) runtimeMode = exports.PhysXRuntimeMode.Auto;
1256
- var scriptPromise = new Promise(function(resolve, reject) {
1257
- var script = document.createElement("script");
1258
- document.body.appendChild(script);
1259
- script.async = true;
1260
- script.onload = resolve;
1261
- script.onerror = reject;
1262
- if (runtimeMode == exports.PhysXRuntimeMode.Auto) {
1263
- var supported = function() {
1264
- try {
1265
- if (typeof WebAssembly === "object" && typeof WebAssembly.instantiate === "function") {
1266
- var module = new WebAssembly.Module(Uint8Array.of(0x0, 0x61, 0x73, 0x6d, 0x01, 0x00, 0x00, 0x00));
1267
- if (_instanceof(module, WebAssembly.Module)) return _instanceof(new WebAssembly.Instance(module), WebAssembly.Instance);
1268
- }
1269
- } catch (e) {}
1270
- return false;
1271
- }();
1272
- if (supported) {
1273
- runtimeMode = exports.PhysXRuntimeMode.WebAssembly;
1274
- } else {
1275
- runtimeMode = exports.PhysXRuntimeMode.JavaScript;
1276
- }
1277
- }
1278
- if (runtimeMode == exports.PhysXRuntimeMode.JavaScript) {
1279
- script.src = "https://gw.alipayobjects.com/os/lib/oasis-engine/physics-physx/0.9.0-beta.56/libs/physx.release.js.js";
1280
- } else if (runtimeMode == exports.PhysXRuntimeMode.WebAssembly) {
1281
- script.src = "https://gw.alipayobjects.com/os/lib/oasis-engine/physics-physx/0.9.0-beta.56/libs/physx.release.js";
1282
- }
1283
- });
1284
- return new Promise(function(resolve, reject) {
1285
- scriptPromise.then(function() {
1286
- return window.PHYSX().then(function(PHYSX) {
1287
- exports.PhysXPhysics._init(PHYSX);
1288
- console.log("PhysX loaded.");
1289
- resolve();
1290
- }, reject);
1291
- }, reject).catch(reject);
1292
- });
1293
- };
1294
- /**
1295
- * Destroy PhysXPhysics.
1296
- */ PhysXPhysics1.destroy = function destroy() {
1297
- this._pxFoundation.release();
1298
- this._pxPhysics.release();
1299
- this._physX = null;
1300
- this._pxFoundation = null;
1301
- this._pxPhysics = null;
1302
- };
1303
- /**
1304
- * {@inheritDoc IPhysics.createPhysicsManager }
1305
- */ PhysXPhysics1.createPhysicsManager = function createPhysicsManager(onContactBegin, onContactEnd, onContactStay, onTriggerBegin, onTriggerEnd, onTriggerStay) {
1306
- return new PhysXPhysicsManager(onContactBegin, onContactEnd, onContactStay, onTriggerBegin, onTriggerEnd, onTriggerStay);
1307
- };
1308
- /**
1309
- * {@inheritDoc IPhysics.createStaticCollider }
1310
- */ PhysXPhysics1.createStaticCollider = function createStaticCollider(position, rotation) {
1311
- return new PhysXStaticCollider(position, rotation);
1312
- };
1313
- /**
1314
- * {@inheritDoc IPhysics.createDynamicCollider }
1315
- */ PhysXPhysics1.createDynamicCollider = function createDynamicCollider(position, rotation) {
1316
- return new PhysXDynamicCollider(position, rotation);
1317
- };
1318
- /**
1319
- * {@inheritDoc IPhysics.createCharacterController }
1320
- */ PhysXPhysics1.createCharacterController = function createCharacterController() {
1321
- return new PhysXCharacterController();
1322
- };
1323
- /**
1324
- * {@inheritDoc IPhysics.createPhysicsMaterial }
1325
- */ PhysXPhysics1.createPhysicsMaterial = function createPhysicsMaterial(staticFriction, dynamicFriction, bounciness, frictionCombine, bounceCombine) {
1326
- return new PhysXPhysicsMaterial(staticFriction, dynamicFriction, bounciness, frictionCombine, bounceCombine);
1327
- };
1328
- /**
1329
- * {@inheritDoc IPhysics.createBoxColliderShape }
1330
- */ PhysXPhysics1.createBoxColliderShape = function createBoxColliderShape(uniqueID, size, material) {
1331
- return new PhysXBoxColliderShape(uniqueID, size, material);
1332
- };
1333
- /**
1334
- * {@inheritDoc IPhysics.createSphereColliderShape }
1335
- */ PhysXPhysics1.createSphereColliderShape = function createSphereColliderShape(uniqueID, radius, material) {
1336
- return new PhysXSphereColliderShape(uniqueID, radius, material);
1337
- };
1338
- /**
1339
- * {@inheritDoc IPhysics.createPlaneColliderShape }
1340
- */ PhysXPhysics1.createPlaneColliderShape = function createPlaneColliderShape(uniqueID, material) {
1341
- return new PhysXPlaneColliderShape(uniqueID, material);
1342
- };
1343
- /**
1344
- * {@inheritDoc IPhysics.createCapsuleColliderShape }
1345
- */ PhysXPhysics1.createCapsuleColliderShape = function createCapsuleColliderShape(uniqueID, radius, height, material) {
1346
- return new PhysXCapsuleColliderShape(uniqueID, radius, height, material);
1347
- };
1348
- /**
1349
- * {@inheritDoc IPhysics.createFixedJoint }
1350
- */ PhysXPhysics1.createFixedJoint = function createFixedJoint(collider) {
1351
- return new PhysXFixedJoint(collider);
1352
- };
1353
- /**
1354
- * {@inheritDoc IPhysics.createHingeJoint }
1355
- */ PhysXPhysics1.createHingeJoint = function createHingeJoint(collider) {
1356
- return new PhysXHingeJoint(collider);
1357
- };
1358
- /**
1359
- * {@inheritDoc IPhysics.createSpringJoint }
1360
- */ PhysXPhysics1.createSpringJoint = function createSpringJoint(collider) {
1361
- return new PhysXSpringJoint(collider);
1362
- };
1363
- PhysXPhysics1._init = function _init(physX) {
1364
- var version = physX.PX_PHYSICS_VERSION;
1365
- var defaultErrorCallback = new physX.PxDefaultErrorCallback();
1366
- var allocator = new physX.PxDefaultAllocator();
1367
- var pxFoundation = physX.PxCreateFoundation(version, allocator, defaultErrorCallback);
1368
- var pxPhysics = physX.PxCreatePhysics(version, pxFoundation, new physX.PxTolerancesScale(), false, null);
1369
- physX.PxInitExtensions(pxPhysics, null);
1370
- exports.PhysXPhysics._physX = physX;
1371
- exports.PhysXPhysics._pxFoundation = pxFoundation;
1372
- exports.PhysXPhysics._pxPhysics = pxPhysics;
1373
- PhysXPhysicsManager._init();
1374
- };
1375
- return PhysXPhysics1;
1376
- }();
1377
- exports.PhysXPhysics = __decorate([
1378
- StaticInterfaceImplement()
1379
- ], exports.PhysXPhysics);
1380
-
1381
- Object.defineProperty(exports, '__esModule', { value: true });
1382
-
1383
- }));
1316
+ })));