@galacean/engine-physics-physx 1.3.24 → 1.4.0-alpha.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/browser.js +60 -140
- package/dist/browser.js.map +1 -1
- package/dist/browser.min.js +1 -1
- package/dist/browser.min.js.map +1 -1
- package/dist/main.js +60 -140
- package/dist/main.js.map +1 -1
- package/dist/module.js +53 -134
- package/dist/module.js.map +1 -1
- package/package.json +4 -4
- package/dist/miniprogram.js +0 -1406
package/dist/module.js
CHANGED
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@@ -6,6 +6,12 @@ function _instanceof(left, right) {
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} else return left instanceof right;
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}
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function _type_of(obj) {
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"@swc/helpers - typeof";
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return obj && typeof Symbol !== "undefined" && obj.constructor === Symbol ? "symbol" : typeof obj;
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}
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function _set_prototype_of(o, p) {
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_set_prototype_of = Object.setPrototypeOf || function setPrototypeOf(o, p) {
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o.__proto__ = p;
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@@ -26,12 +32,6 @@ function _inherits(subClass, superClass) {
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if (superClass) _set_prototype_of(subClass, superClass);
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}
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var ShapeFlag;
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(function(ShapeFlag) {
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ShapeFlag[ShapeFlag[/** The shape will partake in collision in the physical simulation. */ "SIMULATION_SHAPE"] = 1] = "SIMULATION_SHAPE";
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ShapeFlag[ShapeFlag[/** The shape will partake in scene queries (ray casts, overlap tests, sweeps, ...). */ "SCENE_QUERY_SHAPE"] = 2] = "SCENE_QUERY_SHAPE";
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ShapeFlag[ShapeFlag[/** The shape is a trigger which can send reports whenever other shapes enter/leave its volume. */ "TRIGGER_SHAPE"] = 4] = "TRIGGER_SHAPE";
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})(ShapeFlag || (ShapeFlag = {}));
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/**
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* Abstract class for collider shapes.
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*/ var PhysXColliderShape = /*#__PURE__*/ function() {
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@@ -129,25 +129,19 @@ var ShapeFlag;
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};
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return PhysXColliderShape;
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}();
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-
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-
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-
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-
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-
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translation: new Vector3(),
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rotation: null
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};
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})();
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PhysXColliderShape.halfSqrt = 0.70710678118655;
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PhysXColliderShape.transform = {
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translation: new Vector3(),
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rotation: null
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};
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/**
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* Box collider shape in PhysX.
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*/ var PhysXBoxColliderShape = /*#__PURE__*/ function(
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_inherits(PhysXBoxColliderShape,
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*/ var PhysXBoxColliderShape = /*#__PURE__*/ function(PhysXColliderShape) {
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_inherits(PhysXBoxColliderShape, PhysXColliderShape);
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function PhysXBoxColliderShape(physXPhysics, uniqueID, size, material) {
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var _this;
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_this =
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/** @internal */ _this._halfSize = new Vector3();
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_this._sizeScale = new Vector3(1, 1, 1);
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_this = PhysXColliderShape.call(this, physXPhysics) || this, /** @internal */ _this._halfSize = new Vector3(), _this._sizeScale = new Vector3(1, 1, 1);
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var halfSize = _this._halfSize;
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halfSize.set(size.x * 0.5, size.y * 0.5, size.z * 0.5);
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_this._pxGeometry = new physXPhysics._physX.PxBoxGeometry(halfSize.x, halfSize.y, halfSize.z);
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@@ -170,7 +164,7 @@ var ShapeFlag;
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/**
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* {@inheritDoc IColliderShape.setWorldScale }
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*/ _proto.setWorldScale = function setWorldScale(scale) {
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-
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PhysXColliderShape.prototype.setWorldScale.call(this, scale);
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this._sizeScale.set(Math.abs(scale.x), Math.abs(scale.y), Math.abs(scale.z));
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var tempExtents = PhysXBoxColliderShape._tempHalfExtents;
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Vector3.multiply(this._halfSize, this._sizeScale, tempExtents);
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@@ -191,9 +185,7 @@ var ShapeFlag;
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};
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return PhysXBoxColliderShape;
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}(PhysXColliderShape);
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(
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PhysXBoxColliderShape._tempHalfExtents = new Vector3();
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})();
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PhysXBoxColliderShape._tempHalfExtents = new Vector3();
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/**
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* Capsule collider shape in PhysX.
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@@ -201,9 +193,7 @@ var ShapeFlag;
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_inherits(PhysXCapsuleColliderShape, PhysXColliderShape1);
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function PhysXCapsuleColliderShape(physXPhysics, uniqueID, radius, height, material) {
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var _this;
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_this = PhysXColliderShape1.call(this, physXPhysics) || this;
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_this._upAxis = /** Up axis is Y. */ 1;
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_this._sizeScale = new Vector3(1, 1, 1);
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_this = PhysXColliderShape1.call(this, physXPhysics) || this, _this._upAxis = 1, _this._sizeScale = new Vector3(1, 1, 1);
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_this._radius = radius;
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_this._halfHeight = height * 0.5;
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_this._axis = new Quaternion(0, 0, PhysXColliderShape.halfSqrt, PhysXColliderShape.halfSqrt);
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@@ -220,13 +210,13 @@ var ShapeFlag;
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this._radius = value;
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var sizeScale = this._sizeScale;
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switch(this._upAxis){
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case
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case 0:
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this._pxGeometry.radius = this._radius * Math.max(sizeScale.y, sizeScale.z);
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break;
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case 1:
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this._pxGeometry.radius = this._radius * Math.max(sizeScale.x, sizeScale.z);
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break;
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-
case
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case 2:
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this._pxGeometry.radius = this._radius * Math.max(sizeScale.x, sizeScale.y);
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break;
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}
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@@ -320,14 +310,6 @@ var ShapeFlag;
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};
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return PhysXCapsuleColliderShape;
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}(PhysXColliderShape);
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var /**
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* The up axis of the collider shape.
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*/ ColliderShapeUpAxis;
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(function(ColliderShapeUpAxis) {
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ColliderShapeUpAxis[ColliderShapeUpAxis["X"] = 0] = "X";
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ColliderShapeUpAxis[ColliderShapeUpAxis["Y"] = 1] = "Y";
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ColliderShapeUpAxis[ColliderShapeUpAxis["Z"] = 2] = "Z";
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})(ColliderShapeUpAxis || (ColliderShapeUpAxis = {}));
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/**
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* Base class for character controllers.
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@@ -447,9 +429,7 @@ var /**
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};
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return PhysXCharacterController;
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}();
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(
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PhysXCharacterController._tempVec = new Vector3();
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})();
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PhysXCharacterController._tempVec = new Vector3();
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/**
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* Abstract class of physical collider.
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@@ -495,27 +475,18 @@ var /**
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};
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return PhysXCollider;
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}();
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};
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})();
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PhysXCollider._tempTransform = {
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translation: null,
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rotation: null
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};
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var CollisionDetectionMode;
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(function(CollisionDetectionMode) {
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CollisionDetectionMode[CollisionDetectionMode[/** Continuous collision detection is off for this dynamic collider. */ "Discrete"] = 0] = "Discrete";
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CollisionDetectionMode[CollisionDetectionMode[/** Continuous collision detection is on for colliding with static mesh geometry. */ "Continuous"] = 1] = "Continuous";
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CollisionDetectionMode[CollisionDetectionMode[/** Continuous collision detection is on for colliding with static and dynamic geometry. */ "ContinuousDynamic"] = 2] = "ContinuousDynamic";
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CollisionDetectionMode[CollisionDetectionMode[/** Speculative continuous collision detection is on for static and dynamic geometries */ "ContinuousSpeculative"] = 3] = "ContinuousSpeculative";
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})(CollisionDetectionMode || (CollisionDetectionMode = {}));
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/**
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* A dynamic collider can act with self-defined movement or physical force
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*/ var PhysXDynamicCollider = /*#__PURE__*/ function(
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_inherits(PhysXDynamicCollider,
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*/ var PhysXDynamicCollider = /*#__PURE__*/ function(PhysXCollider) {
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_inherits(PhysXDynamicCollider, PhysXCollider);
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function PhysXDynamicCollider(physXPhysics, position, rotation) {
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var _this;
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_this =
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_this = PhysXCollider.call(this, physXPhysics) || this;
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var transform = _this._transform(position, rotation);
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_this._pxActor = physXPhysics._pxPhysics.createRigidDynamic(transform);
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return _this;
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};
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return PhysXDynamicCollider;
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}(PhysXCollider);
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})();
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(function() {
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PhysXDynamicCollider._tempRotation = new Quaternion();
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})();
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PhysXDynamicCollider._tempTranslation = new Vector3();
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PhysXDynamicCollider._tempRotation = new Quaternion();
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var PhysXPhysicsManager = function PhysXPhysicsManager() {
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/** @internal */ this._eventMap = {};
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};
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return PhysXPhysicsMaterial;
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}();
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var /**
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* Describes how physics materials of the colliding objects are combined.
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*/ CombineMode;
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(function(CombineMode) {
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CombineMode[CombineMode[/** Averages the friction/bounce of the two colliding materials. */ "Average"] = 0] = "Average";
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CombineMode[CombineMode[/** Uses the smaller friction/bounce of the two colliding materials. */ "Minimum"] = 1] = "Minimum";
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CombineMode[CombineMode[/** Multiplies the friction/bounce of the two colliding materials. */ "Multiply"] = 2] = "Multiply";
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CombineMode[CombineMode[/** Uses the larger friction/bounce of the two colliding materials. */ "Maximum"] = 3] = "Maximum";
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})(CombineMode || (CombineMode = {}));
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/**
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* A manager is a collection of colliders and constraints which can interact.
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};
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return PhysXPhysicsScene;
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}();
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})();
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PhysXPhysicsScene._tempNormal = new Vector3();
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})();
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var /**
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* Filtering flags for scene queries.
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*/ QueryFlag;
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(function(QueryFlag) {
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QueryFlag[QueryFlag["STATIC"] = 1] = "STATIC";
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QueryFlag[QueryFlag["DYNAMIC"] = 2] = "DYNAMIC";
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QueryFlag[QueryFlag["PRE_FILTER"] = 4] = "PRE_FILTER";
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QueryFlag[QueryFlag["POST_FILTER"] = 8] = "POST_FILTER";
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QueryFlag[QueryFlag["ANY_HIT"] = 16] = "ANY_HIT";
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QueryFlag[QueryFlag["NO_BLOCK"] = 32] = "NO_BLOCK";
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})(QueryFlag || (QueryFlag = {}));
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var /**
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* Physics state
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*/ TriggerEventState;
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(function(TriggerEventState) {
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TriggerEventState[TriggerEventState["Enter"] = 0] = "Enter";
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TriggerEventState[TriggerEventState["Stay"] = 1] = "Stay";
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TriggerEventState[TriggerEventState["Exit"] = 2] = "Exit";
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})(TriggerEventState || (TriggerEventState = {}));
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PhysXPhysicsScene._tempPosition = new Vector3();
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PhysXPhysicsScene._tempNormal = new Vector3();
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/**
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* Trigger event to store interactive object ids and state.
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*/ var TriggerEvent = function TriggerEvent(index1, index2) {
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/**
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* A static collider component that will not move.
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* @remarks Mostly used for object which always stays at the same place and never moves around.
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*/ var PhysXStaticCollider = /*#__PURE__*/ function(
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_inherits(PhysXStaticCollider,
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*/ var PhysXStaticCollider = /*#__PURE__*/ function(PhysXCollider) {
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_inherits(PhysXStaticCollider, PhysXCollider);
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function PhysXStaticCollider(physXPhysics, position, rotation) {
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_this =
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_this = PhysXCollider.call(this, physXPhysics) || this;
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_this._pxActor = physXPhysics._pxPhysics.createRigidStatic(_this._transform(position, rotation));
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return _this;
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}
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/**
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* PhysX runtime mode.
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*/ var PhysXRuntimeMode
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PhysXRuntimeMode
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}
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*/ var PhysXRuntimeMode = /*#__PURE__*/ function(PhysXRuntimeMode) {
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/** Use webAssembly mode first, if WebAssembly mode is not supported, roll back to JavaScript mode. */ PhysXRuntimeMode[PhysXRuntimeMode["Auto"] = 0] = "Auto";
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/** WebAssembly mode. */ PhysXRuntimeMode[PhysXRuntimeMode["WebAssembly"] = 1] = "WebAssembly";
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/** JavaScript mode. */ PhysXRuntimeMode[PhysXRuntimeMode["JavaScript"] = 2] = "JavaScript";
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return PhysXRuntimeMode;
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}({});
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/**
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/**
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* {@inheritDoc IJoint.setConnectedCollider }
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*/ _proto.setConnectedCollider = function setConnectedCollider(value) {
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var
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this._pxJoint.setActors((
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var _this__collider;
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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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/**
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};
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return PhysXJoint;
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}();
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(
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(function() {
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PhysXJoint._defaultVec = new Vector3();
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})();
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(function() {
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PhysXJoint._defaultQuat = new Quaternion();
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})();
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PhysXJoint._xAxis = new Vector3(1, 0, 0);
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973
|
+
PhysXJoint._defaultVec = new Vector3();
|
|
974
|
+
PhysXJoint._defaultQuat = new Quaternion();
|
|
1046
975
|
|
|
1047
976
|
/**
|
|
1048
977
|
* A fixed joint permits no relative movement between two colliders. ie the bodies are glued together.
|
|
@@ -1064,9 +993,7 @@ var /**
|
|
|
1064
993
|
_inherits(PhysXHingeJoint, PhysXJoint1);
|
|
1065
994
|
function PhysXHingeJoint(physXPhysics, collider) {
|
|
1066
995
|
var _this;
|
|
1067
|
-
_this = PhysXJoint1.call(this, physXPhysics) || this;
|
|
1068
|
-
_this._axisRotationQuaternion = new Quaternion();
|
|
1069
|
-
_this._swingOffset = new Vector3();
|
|
996
|
+
_this = PhysXJoint1.call(this, physXPhysics) || this, _this._axisRotationQuaternion = new Quaternion(), _this._swingOffset = new Vector3();
|
|
1070
997
|
_this._collider = collider;
|
|
1071
998
|
_this._pxJoint = physXPhysics._pxPhysics.createRevoluteJoint(null, PhysXJoint._defaultVec, PhysXJoint._defaultQuat, collider._pxActor, PhysXJoint._defaultVec, PhysXJoint._defaultQuat);
|
|
1072
999
|
return _this;
|
|
@@ -1140,8 +1067,7 @@ var /**
|
|
|
1140
1067
|
_inherits(PhysXSpringJoint, PhysXJoint1);
|
|
1141
1068
|
function PhysXSpringJoint(physXPhysics, collider) {
|
|
1142
1069
|
var _this;
|
|
1143
|
-
_this = PhysXJoint1.call(this, physXPhysics) || this;
|
|
1144
|
-
_this._swingOffset = new Vector3();
|
|
1070
|
+
_this = PhysXJoint1.call(this, physXPhysics) || this, _this._swingOffset = new Vector3();
|
|
1145
1071
|
_this._collider = collider;
|
|
1146
1072
|
_this._pxJoint = physXPhysics._pxPhysics.createDistanceJoint(null, PhysXJoint._defaultVec, PhysXJoint._defaultQuat, collider._pxActor, PhysXJoint._defaultVec, PhysXJoint._defaultQuat);
|
|
1147
1073
|
_this._pxJoint.setDistanceJointFlag(2, true); // enable max distance;
|
|
@@ -1203,12 +1129,11 @@ var /**
|
|
|
1203
1129
|
|
|
1204
1130
|
/**
|
|
1205
1131
|
* Sphere collider shape in PhysX.
|
|
1206
|
-
*/ var PhysXSphereColliderShape = /*#__PURE__*/ function(
|
|
1207
|
-
_inherits(PhysXSphereColliderShape,
|
|
1132
|
+
*/ var PhysXSphereColliderShape = /*#__PURE__*/ function(PhysXColliderShape) {
|
|
1133
|
+
_inherits(PhysXSphereColliderShape, PhysXColliderShape);
|
|
1208
1134
|
function PhysXSphereColliderShape(physXPhysics, uniqueID, radius, material) {
|
|
1209
1135
|
var _this;
|
|
1210
|
-
_this =
|
|
1211
|
-
_this._maxScale = 1;
|
|
1136
|
+
_this = PhysXColliderShape.call(this, physXPhysics) || this, _this._maxScale = 1;
|
|
1212
1137
|
_this._radius = radius;
|
|
1213
1138
|
_this._pxGeometry = new physXPhysics._physX.PxSphereGeometry(_this._radius * _this._maxScale);
|
|
1214
1139
|
_this._initialize(material, uniqueID);
|
|
@@ -1226,7 +1151,7 @@ var /**
|
|
|
1226
1151
|
/**
|
|
1227
1152
|
* {@inheritDoc IColliderShape.setWorldScale }
|
|
1228
1153
|
*/ _proto.setWorldScale = function setWorldScale(scale) {
|
|
1229
|
-
|
|
1154
|
+
PhysXColliderShape.prototype.setWorldScale.call(this, scale);
|
|
1230
1155
|
this._maxScale = Math.max(Math.abs(scale.x), Math.abs(scale.y), Math.abs(scale.z));
|
|
1231
1156
|
this._pxGeometry.radius = this._radius * this._maxScale;
|
|
1232
1157
|
this._pxShape.setGeometry(this._pxGeometry);
|
|
@@ -1264,7 +1189,7 @@ var /**
|
|
|
1264
1189
|
if (runtimeMode == PhysXRuntimeMode.Auto) {
|
|
1265
1190
|
var supported = function() {
|
|
1266
1191
|
try {
|
|
1267
|
-
if (typeof WebAssembly === "object" && typeof WebAssembly.instantiate === "function") {
|
|
1192
|
+
if ((typeof WebAssembly === "undefined" ? "undefined" : _type_of(WebAssembly)) === "object" && typeof WebAssembly.instantiate === "function") {
|
|
1268
1193
|
var module = new WebAssembly.Module(Uint8Array.of(0x0, 0x61, 0x73, 0x6d, 0x01, 0x00, 0x00, 0x00));
|
|
1269
1194
|
if (_instanceof(module, WebAssembly.Module)) return _instanceof(new WebAssembly.Instance(module), WebAssembly.Instance);
|
|
1270
1195
|
}
|
|
@@ -1386,15 +1311,9 @@ var /**
|
|
|
1386
1311
|
};
|
|
1387
1312
|
return PhysXPhysics;
|
|
1388
1313
|
}();
|
|
1389
|
-
var InitializeState;
|
|
1390
|
-
(function(InitializeState) {
|
|
1391
|
-
InitializeState[InitializeState["Uninitialized"] = 0] = "Uninitialized";
|
|
1392
|
-
InitializeState[InitializeState["Initializing"] = 1] = "Initializing";
|
|
1393
|
-
InitializeState[InitializeState["Initialized"] = 2] = "Initialized";
|
|
1394
|
-
})(InitializeState || (InitializeState = {}));
|
|
1395
1314
|
|
|
1396
1315
|
//@ts-ignore
|
|
1397
|
-
var version = "1.
|
|
1316
|
+
var version = "1.4.0-alpha.0";
|
|
1398
1317
|
console.log("Galacean PhysX version: " + version);
|
|
1399
1318
|
|
|
1400
1319
|
export { PhysXPhysics, PhysXRuntimeMode, version };
|