@hellpig/anarchy-engine 21.4.1 → 22.0.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +4 -3
- package/README.md +9 -0
- package/dist/Abstract/Entities/AbstractEntity.js +1 -1
- package/dist/Abstract/Entities/AbstractEntity.js.map +1 -1
- package/dist/Abstract/Factories/AbstractFactory.js +1 -1
- package/dist/Abstract/Factories/AbstractFactory.js.map +1 -1
- package/dist/Abstract/Factories/ReactiveFactory.js +1 -1
- package/dist/Abstract/Factories/ReactiveFactory.js.map +1 -1
- package/dist/Abstract/Loaders/AbstractLoader.js +1 -1
- package/dist/Abstract/Loaders/AbstractLoader.js.map +1 -1
- package/dist/Abstract/Mixins/WithWrapperIdMixin.js +1 -1
- package/dist/Abstract/Mixins/WithWrapperIdMixin.js.map +1 -1
- package/dist/Abstract/Registries/AbstractEntityAsyncRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractEntityAsyncRegistry.js.map +1 -1
- package/dist/Abstract/Registries/AbstractEntityRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractEntityRegistry.js.map +1 -1
- package/dist/Abstract/Registries/AbstractResourceAsyncRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractResourceAsyncRegistry.js.map +1 -1
- package/dist/Abstract/Registries/AbstractSimpleRegistry.js +1 -1
- package/dist/Abstract/Registries/AbstractSimpleRegistry.js.map +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithBaseAccessorsRegistry.js +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithBaseAccessorsRegistry.js.map +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithReactiveRegistry.js +1 -1
- package/dist/Abstract/Registries/Mixin/Registry/WithReactiveRegistry.js.map +1 -1
- package/dist/Abstract/Watchers/AbstractWatcher.js +1 -1
- package/dist/Abstract/Watchers/AbstractWatcher.js.map +1 -1
- package/dist/Abstract/Watchers/AbstractWatcherWithState.js +1 -1
- package/dist/Abstract/Watchers/AbstractWatcherWithState.js.map +1 -1
- package/dist/Abstract/Wrappers/AbstractWrapper.js +1 -1
- package/dist/Abstract/Wrappers/AbstractWrapper.js.map +1 -1
- package/dist/Actor/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Actor/Adapters/ConfigToParams.js +1 -1
- package/dist/Actor/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Actor/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Actor/Adapters/EntityToConfig.js +1 -1
- package/dist/Actor/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Actor/Adapters/Helpers/ActorStatesConfigToParams.js +1 -1
- package/dist/Actor/Adapters/Helpers/ActorStatesConfigToParams.js.map +1 -1
- package/dist/Actor/Adapters/Helpers/Model3dSettingsConfigToParams.js +1 -1
- package/dist/Actor/Adapters/Helpers/Model3dSettingsConfigToParams.js.map +1 -1
- package/dist/Actor/Entities/Actor/Actor.js +1 -1
- package/dist/Actor/Entities/Actor/Actor.js.map +1 -1
- package/dist/Actor/Factories/ActorFactory.js +1 -1
- package/dist/Actor/Factories/ActorFactory.js.map +1 -1
- package/dist/Actor/Mixins/WithActorStates.js +1 -1
- package/dist/Actor/Mixins/WithActorStates.js.map +1 -1
- package/dist/Actor/Registries/Model3dToActorConnectionRegistry.js +1 -1
- package/dist/Actor/Registries/Model3dToActorConnectionRegistry.js.map +1 -1
- package/dist/Actor/Utils/ActorUtils.js +1 -1
- package/dist/Actor/Utils/ActorUtils.js.map +1 -1
- package/dist/Actor/index.d.ts +1 -0
- package/dist/Animations/Adapters/EntityToConfig.js +1 -1
- package/dist/Animations/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Animations/Loader/AnimationsLoader.js +1 -1
- package/dist/Animations/Loader/AnimationsLoader.js.map +1 -1
- package/dist/Animations/Services/AnimationsService.js +1 -1
- package/dist/Animations/Services/AnimationsService.js.map +1 -1
- package/dist/Animations/Utils/SerializationUtils.js +1 -1
- package/dist/Animations/Utils/SerializationUtils.js.map +1 -1
- package/dist/Audio/Adapters/AudioConfigToParams.d.ts +2 -0
- package/dist/Audio/Adapters/AudioConfigToParams.js +2 -0
- package/dist/Audio/Adapters/AudioConfigToParams.js.map +1 -0
- package/dist/Audio/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Audio/Adapters/EntityToConfig.js +1 -1
- package/dist/Audio/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Audio/Adapters/index.d.ts +1 -1
- package/dist/Audio/Factories/AudioFactory.js +1 -1
- package/dist/Audio/Factories/AudioFactory.js.map +1 -1
- package/dist/Audio/Loader/AudioLoader.js +1 -1
- package/dist/Audio/Loader/AudioLoader.js.map +1 -1
- package/dist/Audio/Services/AudioService.js +1 -1
- package/dist/Audio/Services/AudioService.js.map +1 -1
- package/dist/Audio/Utils/AudioUtils.js +1 -1
- package/dist/Audio/Utils/AudioUtils.js.map +1 -1
- package/dist/Audio/Utils/DebugAudioRenderer.js +1 -1
- package/dist/Audio/Utils/DebugAudioRenderer.js.map +1 -1
- package/dist/Audio/Wrappers/AbstractAudioWrapper.js +1 -1
- package/dist/Audio/Wrappers/AbstractAudioWrapper.js.map +1 -1
- package/dist/Audio/Wrappers/Audio3dWrapper.js +1 -1
- package/dist/Audio/Wrappers/Audio3dWrapper.js.map +1 -1
- package/dist/Camera/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Camera/Adapters/ConfigToParams.js +1 -1
- package/dist/Camera/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Camera/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Camera/Adapters/EntityToConfig.js +1 -1
- package/dist/Camera/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Camera/Adapters/index.d.ts +1 -1
- package/dist/Camera/Factories/CameraFactory.js +1 -1
- package/dist/Camera/Factories/CameraFactory.js.map +1 -1
- package/dist/Camera/Services/CameraService.js +1 -1
- package/dist/Camera/Services/CameraService.js.map +1 -1
- package/dist/Camera/Utils/CameraUtils.js +1 -1
- package/dist/Camera/Utils/CameraUtils.js.map +1 -1
- package/dist/Camera/Wrappers/OrthographicCameraWrapper.js +1 -1
- package/dist/Camera/Wrappers/OrthographicCameraWrapper.js.map +1 -1
- package/dist/Camera/Wrappers/PerspectiveCameraWrapper.js +1 -1
- package/dist/Camera/Wrappers/PerspectiveCameraWrapper.js.map +1 -1
- package/dist/Collisions/Mixins/WithCollisions.js +1 -1
- package/dist/Collisions/Mixins/WithCollisions.js.map +1 -1
- package/dist/Collisions/Services/BvhService.js +1 -1
- package/dist/Collisions/Services/BvhService.js.map +1 -1
- package/dist/Collisions/Services/CollisionsService.js +1 -1
- package/dist/Collisions/Services/CollisionsService.js.map +1 -1
- package/dist/Color/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Color/Adapters/EntityToConfig.js +1 -1
- package/dist/Color/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Color/Wrappers/ColorWrapper.js +1 -1
- package/dist/Color/Wrappers/ColorWrapper.js.map +1 -1
- package/dist/Controls/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Controls/Adapters/ConfigToParams.js +1 -1
- package/dist/Controls/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Controls/Adapters/EntityToConfig.js +1 -1
- package/dist/Controls/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Controls/Factories/ControlsFactory.js +1 -1
- package/dist/Controls/Factories/ControlsFactory.js.map +1 -1
- package/dist/Controls/Utils/ControlsUtils.js +1 -1
- package/dist/Controls/Utils/ControlsUtils.js.map +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapper.js +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapper.js.map +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapperHelper.js +1 -1
- package/dist/Controls/Wrappers/FpsControls/FpsControlsWrapperHelper.js.map +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapper.js +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapper.js.map +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapperHelper.js +1 -1
- package/dist/Controls/Wrappers/OrbitControls/OrbitControlsWrapperHelper.js.map +1 -1
- package/dist/Controls/index.d.ts +1 -0
- package/dist/EnvMap/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/EnvMap/Adapters/ConfigToParams.js +1 -1
- package/dist/EnvMap/Adapters/ConfigToParams.js.map +1 -1
- package/dist/EnvMap/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/EnvMap/Adapters/EntityToConfig.js +1 -1
- package/dist/EnvMap/Adapters/EntityToConfig.js.map +1 -1
- package/dist/EnvMap/Constants/EnvMapMappingTypesMap.js +1 -1
- package/dist/EnvMap/Constants/EnvMapMappingTypesMap.js.map +1 -1
- package/dist/EnvMap/Factories/EnvMapFactory.js +1 -1
- package/dist/EnvMap/Factories/EnvMapFactory.js.map +1 -1
- package/dist/EnvMap/Loader/EnvMapLoader.js +1 -1
- package/dist/EnvMap/Loader/EnvMapLoader.js.map +1 -1
- package/dist/EnvMap/Services/EnvMapService.js +1 -1
- package/dist/EnvMap/Services/EnvMapService.js.map +1 -1
- package/dist/EnvMap/Wrappers/EnvMapWrapper.js +1 -1
- package/dist/EnvMap/Wrappers/EnvMapWrapper.js.map +1 -1
- package/dist/EnvMap/index.d.ts +1 -1
- package/dist/Fog/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Fog/Adapters/ConfigToParams.js +1 -1
- package/dist/Fog/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Fog/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Fog/Adapters/EntityToConfig.js +1 -1
- package/dist/Fog/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Fog/Factories/FogFactory.js +1 -1
- package/dist/Fog/Factories/FogFactory.js.map +1 -1
- package/dist/Fog/Wrappers/FogWrapper.js +1 -1
- package/dist/Fog/Wrappers/FogWrapper.js.map +1 -1
- package/dist/Fog/index.d.ts +1 -0
- package/dist/Fsm/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Fsm/Adapters/ConfigToParams.js +1 -1
- package/dist/Fsm/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Fsm/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Fsm/Adapters/EntityToConfig.js +1 -1
- package/dist/Fsm/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Fsm/Entities/FsmSource.js +1 -1
- package/dist/Fsm/Entities/FsmSource.js.map +1 -1
- package/dist/Fsm/Factories/FsmInstanceFactory.js +1 -1
- package/dist/Fsm/Factories/FsmInstanceFactory.js.map +1 -1
- package/dist/Fsm/Factories/FsmSourceFactory.js +1 -1
- package/dist/Fsm/Factories/FsmSourceFactory.js.map +1 -1
- package/dist/Fsm/Services/FsmService.js +1 -1
- package/dist/Fsm/Services/FsmService.js.map +1 -1
- package/dist/Fsm/Wrappers/FsmWrapper.js +1 -1
- package/dist/Fsm/Wrappers/FsmWrapper.js.map +1 -1
- package/dist/Global/Decorators/ContainerDecorator.js +1 -1
- package/dist/Global/Decorators/ContainerDecorator.js.map +1 -1
- package/dist/Global/Utils/ContainerUtils.js +1 -1
- package/dist/Global/Utils/ContainerUtils.js.map +1 -1
- package/dist/Intersections/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Intersections/Adapters/ConfigToParams.js +1 -1
- package/dist/Intersections/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Intersections/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Intersections/Adapters/EntityToConfig.js +1 -1
- package/dist/Intersections/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Intersections/Factories/IntersectionsWatcherFactory.js +1 -1
- package/dist/Intersections/Factories/IntersectionsWatcherFactory.js.map +1 -1
- package/dist/Intersections/Services/IntersectionsWatcherService.js +1 -1
- package/dist/Intersections/Services/IntersectionsWatcherService.js.map +1 -1
- package/dist/Intersections/Utils/IntersectionsWatcherUtils.js +1 -1
- package/dist/Intersections/Utils/IntersectionsWatcherUtils.js.map +1 -1
- package/dist/Intersections/Watchers/AbstractIntersectionsWatcher.js +1 -1
- package/dist/Intersections/Watchers/AbstractIntersectionsWatcher.js.map +1 -1
- package/dist/Intersections/Watchers/IntersectionsCameraWatcher.js +1 -1
- package/dist/Intersections/Watchers/IntersectionsCameraWatcher.js.map +1 -1
- package/dist/Intersections/Watchers/IntersectionsDirectionWatcher.js +1 -1
- package/dist/Intersections/Watchers/IntersectionsDirectionWatcher.js.map +1 -1
- package/dist/Intersections/index.d.ts +1 -1
- package/dist/Keyboard/Services/KeyboardService.js +1 -1
- package/dist/Keyboard/Services/KeyboardService.js.map +1 -1
- package/dist/Keyboard/Utils/KeysRxJsUtils.js +1 -1
- package/dist/Keyboard/Utils/KeysRxJsUtils.js.map +1 -1
- package/dist/Keyboard/Utils/KeysUtils.js +1 -1
- package/dist/Keyboard/Utils/KeysUtils.js.map +1 -1
- package/dist/Keyboard/Watchers/KeyComboWatcher.js +1 -1
- package/dist/Keyboard/Watchers/KeyComboWatcher.js.map +1 -1
- package/dist/Keyboard/Watchers/KeyPressWatcher.js +1 -1
- package/dist/Keyboard/Watchers/KeyPressWatcher.js.map +1 -1
- package/dist/Keyboard/Watchers/KeyReleaseWatcher.js +1 -1
- package/dist/Keyboard/Watchers/KeyReleaseWatcher.js.map +1 -1
- package/dist/Kinematic/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Kinematic/Adapters/ConfigToParams.js +1 -1
- package/dist/Kinematic/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Kinematic/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Kinematic/Adapters/EntityToConfig.js +1 -1
- package/dist/Kinematic/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Kinematic/Adapters/index.d.ts +1 -1
- package/dist/Kinematic/Constants/KinematicConstants.js +1 -1
- package/dist/Kinematic/Constants/KinematicConstants.js.map +1 -1
- package/dist/Kinematic/Utils/KinematicUtils.js +1 -1
- package/dist/Kinematic/Utils/KinematicUtils.js.map +1 -1
- package/dist/Light/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Light/Adapters/ConfigToParams.js +1 -1
- package/dist/Light/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Light/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Light/Adapters/EntityToConfig.js +1 -1
- package/dist/Light/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Light/Factories/LightFactory.js +1 -1
- package/dist/Light/Factories/LightFactory.js.map +1 -1
- package/dist/Light/Utils/Utils.js +1 -1
- package/dist/Light/Utils/Utils.js.map +1 -1
- package/dist/Light/Wrappers/AbstractLightWrapper.js +1 -1
- package/dist/Light/Wrappers/AbstractLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/AmbientLightWrapper.js +1 -1
- package/dist/Light/Wrappers/AmbientLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/DirectionalLightWrapper.js +1 -1
- package/dist/Light/Wrappers/DirectionalLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/HemisphereLightWrapper.js +1 -1
- package/dist/Light/Wrappers/HemisphereLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/LightWrapperHelper.js +1 -1
- package/dist/Light/Wrappers/LightWrapperHelper.js.map +1 -1
- package/dist/Light/Wrappers/PointLightWrapper.js +1 -1
- package/dist/Light/Wrappers/PointLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/RectAreaLightWrapper.js +1 -1
- package/dist/Light/Wrappers/RectAreaLightWrapper.js.map +1 -1
- package/dist/Light/Wrappers/SpotLightWrapper.js +1 -1
- package/dist/Light/Wrappers/SpotLightWrapper.js.map +1 -1
- package/dist/Light/index.d.ts +1 -0
- package/dist/LoadingManager/Wrappers/LoadingManagerWrapper.js +1 -1
- package/dist/LoadingManager/Wrappers/LoadingManagerWrapper.js.map +1 -1
- package/dist/Loop/Entities/DeltaCalculator.js +1 -1
- package/dist/Loop/Entities/DeltaCalculator.js.map +1 -1
- package/dist/Loop/Entities/Loop.js +1 -1
- package/dist/Loop/Entities/Loop.js.map +1 -1
- package/dist/Material/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Material/Adapters/ConfigToParams.js +1 -1
- package/dist/Material/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Material/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Material/Adapters/EntityToConfig.js +1 -1
- package/dist/Material/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Material/Constants/BlendEquation/BlendEquationMap.js +1 -1
- package/dist/Material/Constants/BlendEquation/BlendEquationMap.js.map +1 -1
- package/dist/Material/Constants/Blending/BlendingMap.js +1 -1
- package/dist/Material/Constants/Blending/BlendingMap.js.map +1 -1
- package/dist/Material/Constants/BlendingDstFactor/BlendingDstFactorMap.js +1 -1
- package/dist/Material/Constants/BlendingDstFactor/BlendingDstFactorMap.js.map +1 -1
- package/dist/Material/Constants/BlendingSrcFactorName/BlendingSrcFactorMap.js +1 -1
- package/dist/Material/Constants/BlendingSrcFactorName/BlendingSrcFactorMap.js.map +1 -1
- package/dist/Material/Constants/Combine/CombineMap.js +1 -1
- package/dist/Material/Constants/Combine/CombineMap.js.map +1 -1
- package/dist/Material/Constants/DepthPacking/DepthPackingStrategiesMap.js +1 -1
- package/dist/Material/Constants/DepthPacking/DepthPackingStrategiesMap.js.map +1 -1
- package/dist/Material/Constants/Format/PixelFormatMap.js +1 -1
- package/dist/Material/Constants/Format/PixelFormatMap.js.map +1 -1
- package/dist/Material/Constants/Material/MaterialMap.js +1 -1
- package/dist/Material/Constants/Material/MaterialMap.js.map +1 -1
- package/dist/Material/Constants/NormalMapTypes/NormalMapTypesMap.js +1 -1
- package/dist/Material/Constants/NormalMapTypes/NormalMapTypesMap.js.map +1 -1
- package/dist/Material/Constants/Side/SideMap.js +1 -1
- package/dist/Material/Constants/Side/SideMap.js.map +1 -1
- package/dist/Material/Constants/StencilFail/StencilFailMap.js +1 -1
- package/dist/Material/Constants/StencilFail/StencilFailMap.js.map +1 -1
- package/dist/Material/Constants/StencilFuncName/StencilFuncMap.js +1 -1
- package/dist/Material/Constants/StencilFuncName/StencilFuncMap.js.map +1 -1
- package/dist/Material/Constants/StencilOpName/StencilOpMap.js +1 -1
- package/dist/Material/Constants/StencilOpName/StencilOpMap.js.map +1 -1
- package/dist/Material/Factories/MaterialFactory.js +1 -1
- package/dist/Material/Factories/MaterialFactory.js.map +1 -1
- package/dist/Material/Mixins/WithMaterial.js +1 -1
- package/dist/Material/Mixins/WithMaterial.js.map +1 -1
- package/dist/Material/Utils/MaterialUtils.js +1 -1
- package/dist/Material/Utils/MaterialUtils.js.map +1 -1
- package/dist/Material/Wrappers/MaterialWrapper.js +1 -1
- package/dist/Material/Wrappers/MaterialWrapper.js.map +1 -1
- package/dist/Material/index.d.ts +1 -0
- package/dist/Math/Utils/AnglesUtils.js +1 -1
- package/dist/Math/Utils/AnglesUtils.js.map +1 -1
- package/dist/Measurements/Utils/MeasurementsUtils.js +1 -1
- package/dist/Measurements/Utils/MeasurementsUtils.js.map +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition2dMixin.js +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition2dMixin.js.map +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition4dMixin.js +1 -1
- package/dist/Mixins/GameObjects/Mixins/Position/WithPosition4dMixin.js.map +1 -1
- package/dist/Mixins/GameObjects/Mixins/Rotatable/WithRotationMixin.js +1 -1
- package/dist/Mixins/GameObjects/Mixins/Rotatable/WithRotationMixin.js.map +1 -1
- package/dist/Mixins/Generics/DestroyableMixin.js +1 -1
- package/dist/Mixins/Generics/DestroyableMixin.js.map +1 -1
- package/dist/Mixins/Generics/ExtractSerializableRegistrableFields.js +1 -1
- package/dist/Mixins/Generics/ExtractSerializableRegistrableFields.js.map +1 -1
- package/dist/Mixins/Generics/WithActiveEntityServiceMixin.js +1 -1
- package/dist/Mixins/Generics/WithActiveEntityServiceMixin.js.map +1 -1
- package/dist/Models3d/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Models3d/Adapters/ConfigToParams.js +1 -1
- package/dist/Models3d/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Models3d/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Models3d/Adapters/EntityToConfig.js +1 -1
- package/dist/Models3d/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Models3d/Entities/Model3d.js +1 -1
- package/dist/Models3d/Entities/Model3d.js.map +1 -1
- package/dist/Models3d/Factories/Models3dFactory.js +1 -1
- package/dist/Models3d/Factories/Models3dFactory.js.map +1 -1
- package/dist/Models3d/Loaders/Loader3dCore.js +1 -1
- package/dist/Models3d/Loaders/Loader3dCore.js.map +1 -1
- package/dist/Models3d/Loaders/Models3dLoader.js +1 -1
- package/dist/Models3d/Loaders/Models3dLoader.js.map +1 -1
- package/dist/Models3d/Mixins/WithModel3dEntities.js +1 -1
- package/dist/Models3d/Mixins/WithModel3dEntities.js.map +1 -1
- package/dist/Models3d/Utils/SerializationUtils.js +1 -1
- package/dist/Models3d/Utils/SerializationUtils.js.map +1 -1
- package/dist/Models3d/Utils/UtilsModel3d.js +1 -1
- package/dist/Models3d/Utils/UtilsModel3d.js.map +1 -1
- package/dist/Models3d/Utils/UtilsModels3dService.js +1 -1
- package/dist/Models3d/Utils/UtilsModels3dService.js.map +1 -1
- package/dist/Models3d/Utils/UtilsPrimitiveModels3d.js +1 -1
- package/dist/Models3d/Utils/UtilsPrimitiveModels3d.js.map +1 -1
- package/dist/Models3d/index.d.ts +1 -1
- package/dist/Mouse/Services/MouseService.js +1 -1
- package/dist/Mouse/Services/MouseService.js.map +1 -1
- package/dist/Mouse/Utils/MouseUtils.js +1 -1
- package/dist/Mouse/Utils/MouseUtils.js.map +1 -1
- package/dist/Mouse/Watchers/MouseClickWatcher.js +1 -1
- package/dist/Mouse/Watchers/MouseClickWatcher.js.map +1 -1
- package/dist/Mouse/Watchers/MousePositionWatcher.js +1 -1
- package/dist/Mouse/Watchers/MousePositionWatcher.js.map +1 -1
- package/dist/Particles/Adapters/ConfigToParams.d.ts +1 -1
- package/dist/Particles/Adapters/ConfigToParams.js +1 -1
- package/dist/Particles/Adapters/ConfigToParams.js.map +1 -1
- package/dist/Particles/Adapters/EntityToConfig.d.ts +1 -1
- package/dist/Particles/Adapters/EntityToConfig.js +1 -1
- package/dist/Particles/Adapters/EntityToConfig.js.map +1 -1
- package/dist/Particles/Factories/ParticlesFactory.js +1 -1
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{"version":3,"file":"pid_controller.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/control/pid_controller.js"],"sourcesContent":["import { RawPidController } from \"../raw\";\nimport { RotationOps, VectorOps } from \"../math\";\n// TODO: unify with the JointAxesMask\n/**\n * An enum representing the possible joint axes controlled by a PidController.\n * They can be ORed together, like:\n * PidAxesMask.LinX || PidAxesMask.LinY\n * to get a pid controller that only constraints the translational X and Y axes.\n *\n * Possible axes are:\n *\n * - `X`: X translation axis\n * - `Y`: Y translation axis\n * - `Z`: Z translation axis\n * - `AngX`: X angular rotation axis (3D only)\n * - `AngY`: Y angular rotation axis (3D only)\n * - `AngZ`: Z angular rotation axis\n */\nexport var PidAxesMask;\n(function (PidAxesMask) {\n PidAxesMask[PidAxesMask[\"None\"] = 0] = \"None\";\n PidAxesMask[PidAxesMask[\"LinX\"] = 1] = \"LinX\";\n PidAxesMask[PidAxesMask[\"LinY\"] = 2] = \"LinY\";\n PidAxesMask[PidAxesMask[\"LinZ\"] = 4] = \"LinZ\";\n // #if DIM3\n PidAxesMask[PidAxesMask[\"AngX\"] = 8] = \"AngX\";\n PidAxesMask[PidAxesMask[\"AngY\"] = 16] = \"AngY\";\n // #endif\n PidAxesMask[PidAxesMask[\"AngZ\"] = 32] = \"AngZ\";\n // #if DIM3\n PidAxesMask[PidAxesMask[\"AllLin\"] = 7] = \"AllLin\";\n PidAxesMask[PidAxesMask[\"AllAng\"] = 56] = \"AllAng\";\n // #endif\n PidAxesMask[PidAxesMask[\"All\"] = 63] = \"All\";\n})(PidAxesMask || (PidAxesMask = {}));\n/**\n * A controller for controlling dynamic bodies using the\n * Proportional-Integral-Derivative correction model.\n */\nexport class PidController {\n constructor(params, bodies, kp, ki, kd, axes) {\n this.params = params;\n this.bodies = bodies;\n this.raw = new RawPidController(kp, ki, kd, axes);\n }\n /** @internal */\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n }\n setKp(kp, axes) {\n this.raw.set_kp(kp, axes);\n }\n setKi(ki, axes) {\n this.raw.set_kp(ki, axes);\n }\n setKd(kd, axes) {\n this.raw.set_kp(kd, axes);\n }\n setAxes(axes) {\n this.raw.set_axes_mask(axes);\n }\n resetIntegrals() {\n this.raw.reset_integrals();\n }\n applyLinearCorrection(body, targetPosition, targetLinvel) {\n let rawPos = VectorOps.intoRaw(targetPosition);\n let rawVel = VectorOps.intoRaw(targetLinvel);\n this.raw.apply_linear_correction(this.params.dt, this.bodies.raw, body.handle, rawPos, rawVel);\n rawPos.free();\n rawVel.free();\n }\n // #if DIM3\n applyAngularCorrection(body, targetRotation, targetAngVel) {\n let rawPos = RotationOps.intoRaw(targetRotation);\n let rawVel = VectorOps.intoRaw(targetAngVel);\n this.raw.apply_angular_correction(this.params.dt, this.bodies.raw, body.handle, rawPos, rawVel);\n rawPos.free();\n rawVel.free();\n }\n // #endif\n linearCorrection(body, targetPosition, targetLinvel) {\n let rawPos = VectorOps.intoRaw(targetPosition);\n let rawVel = VectorOps.intoRaw(targetLinvel);\n let correction = this.raw.linear_correction(this.params.dt, this.bodies.raw, body.handle, rawPos, rawVel);\n rawPos.free();\n rawVel.free();\n return VectorOps.fromRaw(correction);\n }\n // #if DIM3\n angularCorrection(body, targetRotation, targetAngVel) {\n let rawPos = RotationOps.intoRaw(targetRotation);\n let rawVel = VectorOps.intoRaw(targetAngVel);\n let correction = this.raw.angular_correction(this.params.dt, this.bodies.raw, body.handle, rawPos, rawVel);\n rawPos.free();\n rawVel.free();\n return VectorOps.fromRaw(correction);\n }\n}\n//# 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import"../rapier_wasm3d.js";import{VectorOps}from"../math.js";import{RawDynamicRayCastVehicleController}from"../rapier_wasm3d_bg.js";class DynamicRayCastVehicleController{constructor(chassis,broadPhase,narrowPhase,bodies,colliders){this.raw=new RawDynamicRayCastVehicleController(chassis.handle),this.broadPhase=broadPhase,this.narrowPhase=narrowPhase,this.bodies=bodies,this.colliders=colliders,this._chassis=chassis}free(){this.raw&&this.raw.free(),this.raw=void 0}updateVehicle(dt,filterFlags,filterGroups,filterPredicate){this.raw.update_vehicle(dt,this.broadPhase.raw,this.narrowPhase.raw,this.bodies.raw,this.colliders.raw,filterFlags,filterGroups,this.colliders.castClosure(filterPredicate))}currentVehicleSpeed(){return this.raw.current_vehicle_speed()}chassis(){return this._chassis}get indexUpAxis(){return this.raw.index_up_axis()}set indexUpAxis(axis){this.raw.set_index_up_axis(axis)}get indexForwardAxis(){return this.raw.index_forward_axis()}set setIndexForwardAxis(axis){this.raw.set_index_forward_axis(axis)}addWheel(chassisConnectionCs,directionCs,axleCs,suspensionRestLength,radius){let rawChassisConnectionCs=VectorOps.intoRaw(chassisConnectionCs),rawDirectionCs=VectorOps.intoRaw(directionCs),rawAxleCs=VectorOps.intoRaw(axleCs);this.raw.add_wheel(rawChassisConnectionCs,rawDirectionCs,rawAxleCs,suspensionRestLength,radius),rawChassisConnectionCs.free(),rawDirectionCs.free(),rawAxleCs.free()}numWheels(){return this.raw.num_wheels()}wheelChassisConnectionPointCs(i){return VectorOps.fromRaw(this.raw.wheel_chassis_connection_point_cs(i))}setWheelChassisConnectionPointCs(i,value){let rawValue=VectorOps.intoRaw(value);this.raw.set_wheel_chassis_connection_point_cs(i,rawValue),rawValue.free()}wheelSuspensionRestLength(i){return this.raw.wheel_suspension_rest_length(i)}setWheelSuspensionRestLength(i,value){this.raw.set_wheel_suspension_rest_length(i,value)}wheelMaxSuspensionTravel(i){return this.raw.wheel_max_suspension_travel(i)}setWheelMaxSuspensionTravel(i,value){this.raw.set_wheel_max_suspension_travel(i,value)}wheelRadius(i){return this.raw.wheel_radius(i)}setWheelRadius(i,value){this.raw.set_wheel_radius(i,value)}wheelSuspensionStiffness(i){return this.raw.wheel_suspension_stiffness(i)}setWheelSuspensionStiffness(i,value){this.raw.set_wheel_suspension_stiffness(i,value)}wheelSuspensionCompression(i){return this.raw.wheel_suspension_compression(i)}setWheelSuspensionCompression(i,value){this.raw.set_wheel_suspension_compression(i,value)}wheelSuspensionRelaxation(i){return this.raw.wheel_suspension_relaxation(i)}setWheelSuspensionRelaxation(i,value){this.raw.set_wheel_suspension_relaxation(i,value)}wheelMaxSuspensionForce(i){return this.raw.wheel_max_suspension_force(i)}setWheelMaxSuspensionForce(i,value){this.raw.set_wheel_max_suspension_force(i,value)}wheelBrake(i){return this.raw.wheel_brake(i)}setWheelBrake(i,value){this.raw.set_wheel_brake(i,value)}wheelSteering(i){return this.raw.wheel_steering(i)}setWheelSteering(i,value){this.raw.set_wheel_steering(i,value)}wheelEngineForce(i){return this.raw.wheel_engine_force(i)}setWheelEngineForce(i,value){this.raw.set_wheel_engine_force(i,value)}wheelDirectionCs(i){return VectorOps.fromRaw(this.raw.wheel_direction_cs(i))}setWheelDirectionCs(i,value){let rawValue=VectorOps.intoRaw(value);this.raw.set_wheel_direction_cs(i,rawValue),rawValue.free()}wheelAxleCs(i){return VectorOps.fromRaw(this.raw.wheel_axle_cs(i))}setWheelAxleCs(i,value){let rawValue=VectorOps.intoRaw(value);this.raw.set_wheel_axle_cs(i,rawValue),rawValue.free()}wheelFrictionSlip(i){return this.raw.wheel_friction_slip(i)}setWheelFrictionSlip(i,value){this.raw.set_wheel_friction_slip(i,value)}wheelSideFrictionStiffness(i){return this.raw.wheel_side_friction_stiffness(i)}setWheelSideFrictionStiffness(i,value){this.raw.set_wheel_side_friction_stiffness(i,value)}wheelRotation(i){return this.raw.wheel_rotation(i)}wheelForwardImpulse(i){return this.raw.wheel_forward_impulse(i)}wheelSideImpulse(i){return this.raw.wheel_side_impulse(i)}wheelSuspensionForce(i){return this.raw.wheel_suspension_force(i)}wheelContactNormal(i){return VectorOps.fromRaw(this.raw.wheel_contact_normal_ws(i))}wheelContactPoint(i){return VectorOps.fromRaw(this.raw.wheel_contact_point_ws(i))}wheelSuspensionLength(i){return this.raw.wheel_suspension_length(i)}wheelHardPoint(i){return VectorOps.fromRaw(this.raw.wheel_hard_point_ws(i))}wheelIsInContact(i){return this.raw.wheel_is_in_contact(i)}wheelGroundObject(i){return this.colliders.get(this.raw.wheel_ground_object(i))}}export{DynamicRayCastVehicleController};
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{"version":3,"file":"ray_cast_vehicle_controller.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/control/ray_cast_vehicle_controller.js"],"sourcesContent":["import { RawDynamicRayCastVehicleController } from \"../raw\";\nimport { VectorOps } from \"../math\";\n/**\n * A character controller to simulate vehicles using ray-casting for the wheels.\n */\nexport class DynamicRayCastVehicleController {\n constructor(chassis, broadPhase, narrowPhase, bodies, colliders) {\n this.raw = new RawDynamicRayCastVehicleController(chassis.handle);\n this.broadPhase = broadPhase;\n this.narrowPhase = narrowPhase;\n this.bodies = bodies;\n this.colliders = colliders;\n this._chassis = chassis;\n }\n /** @internal */\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n }\n /**\n * Updates the vehicle’s velocity based on its suspension, engine force, and brake.\n *\n * This directly updates the velocity of its chassis rigid-body.\n *\n * @param dt - Time increment used to integrate forces.\n * @param filterFlags - Flag to exclude categories of objects from the wheels’ ray-cast.\n * @param filterGroups - Only colliders compatible with these groups will be hit by the wheels’ ray-casts.\n * @param filterPredicate - Callback to filter out which collider will be hit by the wheels’ ray-casts.\n */\n updateVehicle(dt, filterFlags, filterGroups, filterPredicate) {\n this.raw.update_vehicle(dt, this.broadPhase.raw, this.narrowPhase.raw, this.bodies.raw, this.colliders.raw, filterFlags, filterGroups, this.colliders.castClosure(filterPredicate));\n }\n /**\n * The current forward speed of the vehicle.\n */\n currentVehicleSpeed() {\n return this.raw.current_vehicle_speed();\n }\n /**\n * The rigid-body used as the chassis.\n */\n chassis() {\n return this._chassis;\n }\n /**\n * The chassis’ local _up_ direction (`0 = x, 1 = y, 2 = z`).\n */\n get indexUpAxis() {\n return this.raw.index_up_axis();\n }\n /**\n * Sets the chassis’ local _up_ direction (`0 = x, 1 = y, 2 = z`).\n */\n set indexUpAxis(axis) {\n this.raw.set_index_up_axis(axis);\n }\n /**\n * The chassis’ local _forward_ direction (`0 = x, 1 = y, 2 = z`).\n */\n get indexForwardAxis() {\n return this.raw.index_forward_axis();\n }\n /**\n * Sets the chassis’ local _forward_ direction (`0 = x, 1 = y, 2 = z`).\n */\n set setIndexForwardAxis(axis) {\n this.raw.set_index_forward_axis(axis);\n }\n /**\n * Adds a new wheel attached to this vehicle.\n * @param chassisConnectionCs - The position of the wheel relative to the chassis.\n * @param directionCs - The direction of the wheel’s suspension, relative to the chassis. The ray-casting will\n * happen following this direction to detect the ground.\n * @param axleCs - The wheel’s axle axis, relative to the chassis.\n * @param suspensionRestLength - The rest length of the wheel’s suspension spring.\n * @param radius - The wheel’s radius.\n */\n addWheel(chassisConnectionCs, directionCs, axleCs, suspensionRestLength, radius) {\n let rawChassisConnectionCs = VectorOps.intoRaw(chassisConnectionCs);\n let rawDirectionCs = VectorOps.intoRaw(directionCs);\n let rawAxleCs = VectorOps.intoRaw(axleCs);\n this.raw.add_wheel(rawChassisConnectionCs, rawDirectionCs, rawAxleCs, suspensionRestLength, radius);\n rawChassisConnectionCs.free();\n rawDirectionCs.free();\n rawAxleCs.free();\n }\n /**\n * The number of wheels attached to this vehicle.\n */\n numWheels() {\n return this.raw.num_wheels();\n }\n /*\n *\n * Access to wheel properties.\n *\n */\n /*\n * Getters + setters\n */\n /**\n * The position of the i-th wheel, relative to the chassis.\n */\n wheelChassisConnectionPointCs(i) {\n return VectorOps.fromRaw(this.raw.wheel_chassis_connection_point_cs(i));\n }\n /**\n * Sets the position of the i-th wheel, relative to the chassis.\n */\n setWheelChassisConnectionPointCs(i, value) {\n let rawValue = VectorOps.intoRaw(value);\n this.raw.set_wheel_chassis_connection_point_cs(i, rawValue);\n rawValue.free();\n }\n /**\n * The rest length of the i-th wheel’s suspension spring.\n */\n wheelSuspensionRestLength(i) {\n return this.raw.wheel_suspension_rest_length(i);\n }\n /**\n * Sets the rest length of the i-th wheel’s suspension spring.\n */\n setWheelSuspensionRestLength(i, value) {\n this.raw.set_wheel_suspension_rest_length(i, value);\n }\n /**\n * The maximum distance the i-th wheel suspension can travel before and after its resting length.\n */\n wheelMaxSuspensionTravel(i) {\n return this.raw.wheel_max_suspension_travel(i);\n }\n /**\n * Sets the maximum distance the i-th wheel suspension can travel before and after its resting length.\n */\n setWheelMaxSuspensionTravel(i, value) {\n this.raw.set_wheel_max_suspension_travel(i, value);\n }\n /**\n * The i-th wheel’s radius.\n */\n wheelRadius(i) {\n return this.raw.wheel_radius(i);\n }\n /**\n * Sets the i-th wheel’s radius.\n */\n setWheelRadius(i, value) {\n this.raw.set_wheel_radius(i, value);\n }\n /**\n * The i-th wheel’s suspension stiffness.\n *\n * Increase this value if the suspension appears to not push the vehicle strong enough.\n */\n wheelSuspensionStiffness(i) {\n return this.raw.wheel_suspension_stiffness(i);\n }\n /**\n * Sets the i-th wheel’s suspension stiffness.\n *\n * Increase this value if the suspension appears to not push the vehicle strong enough.\n */\n setWheelSuspensionStiffness(i, value) {\n this.raw.set_wheel_suspension_stiffness(i, value);\n }\n /**\n * The i-th wheel’s suspension’s damping when it is being compressed.\n */\n wheelSuspensionCompression(i) {\n return this.raw.wheel_suspension_compression(i);\n }\n /**\n * The i-th wheel’s suspension’s damping when it is being compressed.\n */\n setWheelSuspensionCompression(i, value) {\n this.raw.set_wheel_suspension_compression(i, value);\n }\n /**\n * The i-th wheel’s suspension’s damping when it is being released.\n *\n * Increase this value if the suspension appears to overshoot.\n */\n wheelSuspensionRelaxation(i) {\n return this.raw.wheel_suspension_relaxation(i);\n }\n /**\n * Sets the i-th wheel’s suspension’s damping when it is being released.\n *\n * Increase this value if the suspension appears to overshoot.\n */\n setWheelSuspensionRelaxation(i, value) {\n this.raw.set_wheel_suspension_relaxation(i, value);\n }\n /**\n * The maximum force applied by the i-th wheel’s suspension.\n */\n wheelMaxSuspensionForce(i) {\n return this.raw.wheel_max_suspension_force(i);\n }\n /**\n * Sets the maximum force applied by the i-th wheel’s suspension.\n */\n setWheelMaxSuspensionForce(i, value) {\n this.raw.set_wheel_max_suspension_force(i, value);\n }\n /**\n * The maximum amount of braking impulse applied on the i-th wheel to slow down the vehicle.\n */\n wheelBrake(i) {\n return this.raw.wheel_brake(i);\n }\n /**\n * Set the maximum amount of braking impulse applied on the i-th wheel to slow down the vehicle.\n */\n setWheelBrake(i, value) {\n this.raw.set_wheel_brake(i, value);\n }\n /**\n * The steering angle (radians) for the i-th wheel.\n */\n wheelSteering(i) {\n return this.raw.wheel_steering(i);\n }\n /**\n * Sets the steering angle (radians) for the i-th wheel.\n */\n setWheelSteering(i, value) {\n this.raw.set_wheel_steering(i, value);\n }\n /**\n * The forward force applied by the i-th wheel on the chassis.\n */\n wheelEngineForce(i) {\n return this.raw.wheel_engine_force(i);\n }\n /**\n * Sets the forward force applied by the i-th wheel on the chassis.\n */\n setWheelEngineForce(i, value) {\n this.raw.set_wheel_engine_force(i, value);\n }\n /**\n * The direction of the i-th wheel’s suspension, relative to the chassis.\n *\n * The ray-casting will happen following this direction to detect the ground.\n */\n wheelDirectionCs(i) {\n return VectorOps.fromRaw(this.raw.wheel_direction_cs(i));\n }\n /**\n * Sets the direction of the i-th wheel’s suspension, relative to the chassis.\n *\n * The ray-casting will happen following this direction to detect the ground.\n */\n setWheelDirectionCs(i, value) {\n let rawValue = VectorOps.intoRaw(value);\n this.raw.set_wheel_direction_cs(i, rawValue);\n rawValue.free();\n }\n /**\n * The i-th wheel’s axle axis, relative to the chassis.\n *\n * The axis index defined as 0 = X, 1 = Y, 2 = Z.\n */\n wheelAxleCs(i) {\n return VectorOps.fromRaw(this.raw.wheel_axle_cs(i));\n }\n /**\n * Sets the i-th wheel’s axle axis, relative to the chassis.\n *\n * The axis index defined as 0 = X, 1 = Y, 2 = Z.\n */\n setWheelAxleCs(i, value) {\n let rawValue = VectorOps.intoRaw(value);\n this.raw.set_wheel_axle_cs(i, rawValue);\n rawValue.free();\n }\n /**\n * Parameter controlling how much traction the tire has.\n *\n * The larger the value, the more instantaneous braking will happen (with the risk of\n * causing the vehicle to flip if it’s too strong).\n */\n wheelFrictionSlip(i) {\n return this.raw.wheel_friction_slip(i);\n }\n /**\n * Sets the parameter controlling how much traction the tire has.\n *\n * The larger the value, the more instantaneous braking will happen (with the risk of\n * causing the vehicle to flip if it’s too strong).\n */\n setWheelFrictionSlip(i, value) {\n this.raw.set_wheel_friction_slip(i, value);\n }\n /**\n * The multiplier of friction between a tire and the collider it’s on top of.\n *\n * The larger the value, the stronger side friction will be.\n */\n wheelSideFrictionStiffness(i) {\n return this.raw.wheel_side_friction_stiffness(i);\n }\n /**\n * The multiplier of friction between a tire and the collider it’s on top of.\n *\n * The larger the value, the stronger side friction will be.\n */\n setWheelSideFrictionStiffness(i, value) {\n this.raw.set_wheel_side_friction_stiffness(i, value);\n }\n /*\n * Getters only.\n */\n /**\n * The i-th wheel’s current rotation angle (radians) on its axle.\n */\n wheelRotation(i) {\n return this.raw.wheel_rotation(i);\n }\n /**\n * The forward impulses applied by the i-th wheel on the chassis.\n */\n wheelForwardImpulse(i) {\n return this.raw.wheel_forward_impulse(i);\n }\n /**\n * The side impulses applied by the i-th wheel on the chassis.\n */\n wheelSideImpulse(i) {\n return this.raw.wheel_side_impulse(i);\n }\n /**\n * The force applied by the i-th wheel suspension.\n */\n wheelSuspensionForce(i) {\n return this.raw.wheel_suspension_force(i);\n }\n /**\n * The (world-space) contact normal between the i-th wheel and the floor.\n */\n wheelContactNormal(i) {\n return VectorOps.fromRaw(this.raw.wheel_contact_normal_ws(i));\n }\n /**\n * The (world-space) point hit by the wheel’s ray-cast for the i-th wheel.\n */\n wheelContactPoint(i) {\n return VectorOps.fromRaw(this.raw.wheel_contact_point_ws(i));\n }\n /**\n * The suspension length for the i-th wheel.\n */\n wheelSuspensionLength(i) {\n return this.raw.wheel_suspension_length(i);\n }\n /**\n * The (world-space) starting point of the ray-cast for the i-th wheel.\n */\n wheelHardPoint(i) {\n return VectorOps.fromRaw(this.raw.wheel_hard_point_ws(i));\n }\n /**\n * Is the i-th wheel in contact with the ground?\n */\n wheelIsInContact(i) {\n return this.raw.wheel_is_in_contact(i);\n }\n /**\n * The collider hit by the ray-cast for the i-th wheel.\n */\n wheelGroundObject(i) {\n return this.colliders.get(this.raw.wheel_ground_object(i));\n }\n}\n//# 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{"version":3,"file":"ccd_solver.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/dynamics/ccd_solver.js"],"sourcesContent":["import { RawCCDSolver } from \"../raw\";\n/**\n * The CCD solver responsible for resolving Continuous Collision Detection.\n *\n * To avoid leaking WASM resources, this MUST be freed manually with `ccdSolver.free()`\n * once you are done using it.\n */\nexport class CCDSolver {\n /**\n * Release the WASM memory occupied by this narrow-phase.\n */\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n }\n constructor(raw) {\n this.raw = raw || new RawCCDSolver();\n }\n}\n//# sourceMappingURL=ccd_solver.js.map"],"names":["CCDSolver","free","this","raw","undefined","constructor","RawCCDSolver"],"mappings":"6EAOO,MAAMA,UAIT,IAAAC,GACUC,KAAKC,KACPD,KAAKC,IAAIF,OAEbC,KAAKC,SAAMC,CACf,CACA,WAAAC,CAAYF,KACRD,KAAKC,IAAMA,KAAO,IAAIG,YAC1B","x_google_ignoreList":[0]}
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var CoefficientCombineRule;!function(CoefficientCombineRule){CoefficientCombineRule[CoefficientCombineRule.Average=0]="Average",CoefficientCombineRule[CoefficientCombineRule.Min=1]="Min",CoefficientCombineRule[CoefficientCombineRule.Multiply=2]="Multiply",CoefficientCombineRule[CoefficientCombineRule.Max=3]="Max"}(CoefficientCombineRule||(CoefficientCombineRule={}));export{CoefficientCombineRule};
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{"version":3,"file":"coefficient_combine_rule.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/dynamics/coefficient_combine_rule.js"],"sourcesContent":["/**\n * A rule applied to combine coefficients.\n *\n * Use this when configuring the `ColliderDesc` to specify\n * how friction and restitution coefficient should be combined\n * in a contact.\n */\nexport var CoefficientCombineRule;\n(function (CoefficientCombineRule) {\n CoefficientCombineRule[CoefficientCombineRule[\"Average\"] = 0] = \"Average\";\n CoefficientCombineRule[CoefficientCombineRule[\"Min\"] = 1] = \"Min\";\n CoefficientCombineRule[CoefficientCombineRule[\"Multiply\"] = 2] = \"Multiply\";\n CoefficientCombineRule[CoefficientCombineRule[\"Max\"] = 3] = \"Max\";\n})(CoefficientCombineRule || (CoefficientCombineRule = {}));\n//# sourceMappingURL=coefficient_combine_rule.js.map"],"names":["CoefficientCombineRule"],"mappings":"AAOU,IAACA,wBACX,SAAWA,wBACPA,uBAAuBA,uBAAgC,QAAI,GAAK,UAChEA,uBAAuBA,uBAA4B,IAAI,GAAK,MAC5DA,uBAAuBA,uBAAiC,SAAI,GAAK,WACjEA,uBAAuBA,uBAA4B,IAAI,GAAK,KAC/D,CALD,CAKGA,yBAA2BA,uBAAyB,CAAA","x_google_ignoreList":[0]}
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import{RotationOps,VectorOps}from"../math.js";import"../rapier_wasm3d.js";import{RawJointType,RawJointAxis}from"../rapier_wasm3d_bg.js";var JointType,MotorModel,JointAxesMask;!function(JointType){JointType[JointType.Revolute=0]="Revolute",JointType[JointType.Fixed=1]="Fixed",JointType[JointType.Prismatic=2]="Prismatic",JointType[JointType.Rope=3]="Rope",JointType[JointType.Spring=4]="Spring",JointType[JointType.Spherical=5]="Spherical",JointType[JointType.Generic=6]="Generic"}(JointType||(JointType={})),function(MotorModel){MotorModel[MotorModel.AccelerationBased=0]="AccelerationBased",MotorModel[MotorModel.ForceBased=1]="ForceBased"}(MotorModel||(MotorModel={})),function(JointAxesMask){JointAxesMask[JointAxesMask.LinX=1]="LinX",JointAxesMask[JointAxesMask.LinY=2]="LinY",JointAxesMask[JointAxesMask.LinZ=4]="LinZ",JointAxesMask[JointAxesMask.AngX=8]="AngX",JointAxesMask[JointAxesMask.AngY=16]="AngY",JointAxesMask[JointAxesMask.AngZ=32]="AngZ"}(JointAxesMask||(JointAxesMask={}));class ImpulseJoint{constructor(rawSet,bodySet,handle){this.rawSet=rawSet,this.bodySet=bodySet,this.handle=handle}static newTyped(rawSet,bodySet,handle){switch(rawSet.jointType(handle)){case RawJointType.Revolute:return new RevoluteImpulseJoint(rawSet,bodySet,handle);case RawJointType.Prismatic:return new PrismaticImpulseJoint(rawSet,bodySet,handle);case RawJointType.Fixed:return new FixedImpulseJoint(rawSet,bodySet,handle);case RawJointType.Spring:return new SpringImpulseJoint(rawSet,bodySet,handle);case RawJointType.Rope:return new RopeImpulseJoint(rawSet,bodySet,handle);case RawJointType.Spherical:return new SphericalImpulseJoint(rawSet,bodySet,handle);case RawJointType.Generic:return new GenericImpulseJoint(rawSet,bodySet,handle);default:return new ImpulseJoint(rawSet,bodySet,handle)}}finalizeDeserialization(bodySet){this.bodySet=bodySet}isValid(){return this.rawSet.contains(this.handle)}body1(){return this.bodySet.get(this.rawSet.jointBodyHandle1(this.handle))}body2(){return this.bodySet.get(this.rawSet.jointBodyHandle2(this.handle))}type(){return this.rawSet.jointType(this.handle)}frameX1(){return RotationOps.fromRaw(this.rawSet.jointFrameX1(this.handle))}frameX2(){return RotationOps.fromRaw(this.rawSet.jointFrameX2(this.handle))}anchor1(){return VectorOps.fromRaw(this.rawSet.jointAnchor1(this.handle))}anchor2(){return VectorOps.fromRaw(this.rawSet.jointAnchor2(this.handle))}setAnchor1(newPos){const rawPoint=VectorOps.intoRaw(newPos);this.rawSet.jointSetAnchor1(this.handle,rawPoint),rawPoint.free()}setAnchor2(newPos){const rawPoint=VectorOps.intoRaw(newPos);this.rawSet.jointSetAnchor2(this.handle,rawPoint),rawPoint.free()}setContactsEnabled(enabled){this.rawSet.jointSetContactsEnabled(this.handle,enabled)}contactsEnabled(){return this.rawSet.jointContactsEnabled(this.handle)}}class UnitImpulseJoint extends ImpulseJoint{limitsEnabled(){return this.rawSet.jointLimitsEnabled(this.handle,this.rawAxis())}limitsMin(){return this.rawSet.jointLimitsMin(this.handle,this.rawAxis())}limitsMax(){return this.rawSet.jointLimitsMax(this.handle,this.rawAxis())}setLimits(min,max){this.rawSet.jointSetLimits(this.handle,this.rawAxis(),min,max)}configureMotorModel(model){this.rawSet.jointConfigureMotorModel(this.handle,this.rawAxis(),model)}configureMotorVelocity(targetVel,factor){this.rawSet.jointConfigureMotorVelocity(this.handle,this.rawAxis(),targetVel,factor)}configureMotorPosition(targetPos,stiffness,damping){this.rawSet.jointConfigureMotorPosition(this.handle,this.rawAxis(),targetPos,stiffness,damping)}configureMotor(targetPos,targetVel,stiffness,damping){this.rawSet.jointConfigureMotor(this.handle,this.rawAxis(),targetPos,targetVel,stiffness,damping)}}class FixedImpulseJoint extends ImpulseJoint{}class RopeImpulseJoint extends ImpulseJoint{}class SpringImpulseJoint extends ImpulseJoint{}class PrismaticImpulseJoint extends UnitImpulseJoint{rawAxis(){return RawJointAxis.LinX}}class RevoluteImpulseJoint extends UnitImpulseJoint{rawAxis(){return RawJointAxis.AngX}}class GenericImpulseJoint extends ImpulseJoint{}class SphericalImpulseJoint extends ImpulseJoint{}export{FixedImpulseJoint,GenericImpulseJoint,ImpulseJoint,JointAxesMask,JointType,MotorModel,PrismaticImpulseJoint,RevoluteImpulseJoint,RopeImpulseJoint,SphericalImpulseJoint,SpringImpulseJoint,UnitImpulseJoint};
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{"version":3,"file":"impulse_joint.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/dynamics/impulse_joint.js"],"sourcesContent":["import { VectorOps, RotationOps } from \"../math\";\nimport { RawGenericJoint, RawJointAxis, RawJointType, } from \"../raw\";\n/**\n * An enum grouping all possible types of joints:\n *\n * - `Revolute`: A revolute joint that removes all degrees of freedom between the affected\n * bodies except for the rotation along one axis.\n * - `Fixed`: A fixed joint that removes all relative degrees of freedom between the affected bodies.\n * - `Prismatic`: A prismatic joint that removes all degrees of freedom between the affected\n * bodies except for the translation along one axis.\n * - `Spherical`: (3D only) A spherical joint that removes all relative linear degrees of freedom between the affected bodies.\n * - `Generic`: (3D only) A joint with customizable degrees of freedom, allowing any of the 6 axes to be locked.\n */\nexport var JointType;\n(function (JointType) {\n JointType[JointType[\"Revolute\"] = 0] = \"Revolute\";\n JointType[JointType[\"Fixed\"] = 1] = \"Fixed\";\n JointType[JointType[\"Prismatic\"] = 2] = \"Prismatic\";\n JointType[JointType[\"Rope\"] = 3] = \"Rope\";\n JointType[JointType[\"Spring\"] = 4] = \"Spring\";\n // #if DIM3\n JointType[JointType[\"Spherical\"] = 5] = \"Spherical\";\n JointType[JointType[\"Generic\"] = 6] = \"Generic\";\n // #endif\n})(JointType || (JointType = {}));\nexport var MotorModel;\n(function (MotorModel) {\n MotorModel[MotorModel[\"AccelerationBased\"] = 0] = \"AccelerationBased\";\n MotorModel[MotorModel[\"ForceBased\"] = 1] = \"ForceBased\";\n})(MotorModel || (MotorModel = {}));\n/**\n * An enum representing the possible joint axes of a generic joint.\n * They can be ORed together, like:\n * JointAxesMask.LinX || JointAxesMask.LinY\n * to get a joint that is only free in the X and Y translational (positional) axes.\n *\n * Possible free axes are:\n *\n * - `X`: X translation axis\n * - `Y`: Y translation axis\n * - `Z`: Z translation axis\n * - `AngX`: X angular rotation axis\n * - `AngY`: Y angular rotations axis\n * - `AngZ`: Z angular rotation axis\n */\nexport var JointAxesMask;\n(function (JointAxesMask) {\n JointAxesMask[JointAxesMask[\"LinX\"] = 1] = \"LinX\";\n JointAxesMask[JointAxesMask[\"LinY\"] = 2] = \"LinY\";\n JointAxesMask[JointAxesMask[\"LinZ\"] = 4] = \"LinZ\";\n JointAxesMask[JointAxesMask[\"AngX\"] = 8] = \"AngX\";\n JointAxesMask[JointAxesMask[\"AngY\"] = 16] = \"AngY\";\n JointAxesMask[JointAxesMask[\"AngZ\"] = 32] = \"AngZ\";\n})(JointAxesMask || (JointAxesMask = {}));\nexport class ImpulseJoint {\n constructor(rawSet, bodySet, handle) {\n this.rawSet = rawSet;\n this.bodySet = bodySet;\n this.handle = handle;\n }\n static newTyped(rawSet, bodySet, handle) {\n switch (rawSet.jointType(handle)) {\n case RawJointType.Revolute:\n return new RevoluteImpulseJoint(rawSet, bodySet, handle);\n case RawJointType.Prismatic:\n return new PrismaticImpulseJoint(rawSet, bodySet, handle);\n case RawJointType.Fixed:\n return new FixedImpulseJoint(rawSet, bodySet, handle);\n case RawJointType.Spring:\n return new SpringImpulseJoint(rawSet, bodySet, handle);\n case RawJointType.Rope:\n return new RopeImpulseJoint(rawSet, bodySet, handle);\n // #if DIM3\n case RawJointType.Spherical:\n return new SphericalImpulseJoint(rawSet, bodySet, handle);\n case RawJointType.Generic:\n return new GenericImpulseJoint(rawSet, bodySet, handle);\n // #endif\n default:\n return new ImpulseJoint(rawSet, bodySet, handle);\n }\n }\n /** @internal */\n finalizeDeserialization(bodySet) {\n this.bodySet = bodySet;\n }\n /**\n * Checks if this joint is still valid (i.e. that it has\n * not been deleted from the joint set yet).\n */\n isValid() {\n return this.rawSet.contains(this.handle);\n }\n /**\n * The first rigid-body this joint it attached to.\n */\n body1() {\n return this.bodySet.get(this.rawSet.jointBodyHandle1(this.handle));\n }\n /**\n * The second rigid-body this joint is attached to.\n */\n body2() {\n return this.bodySet.get(this.rawSet.jointBodyHandle2(this.handle));\n }\n /**\n * The type of this joint given as a string.\n */\n type() {\n return this.rawSet.jointType(this.handle);\n }\n // #if DIM3\n /**\n * The rotation quaternion that aligns this joint's first local axis to the `x` axis.\n */\n frameX1() {\n return RotationOps.fromRaw(this.rawSet.jointFrameX1(this.handle));\n }\n // #endif\n // #if DIM3\n /**\n * The rotation matrix that aligns this joint's second local axis to the `x` axis.\n */\n frameX2() {\n return RotationOps.fromRaw(this.rawSet.jointFrameX2(this.handle));\n }\n // #endif\n /**\n * The position of the first anchor of this joint.\n *\n * The first anchor gives the position of the application point on the\n * local frame of the first rigid-body it is attached to.\n */\n anchor1() {\n return VectorOps.fromRaw(this.rawSet.jointAnchor1(this.handle));\n }\n /**\n * The position of the second anchor of this joint.\n *\n * The second anchor gives the position of the application point on the\n * local frame of the second rigid-body it is attached to.\n */\n anchor2() {\n return VectorOps.fromRaw(this.rawSet.jointAnchor2(this.handle));\n }\n /**\n * Sets the position of the first anchor of this joint.\n *\n * The first anchor gives the position of the application point on the\n * local frame of the first rigid-body it is attached to.\n */\n setAnchor1(newPos) {\n const rawPoint = VectorOps.intoRaw(newPos);\n this.rawSet.jointSetAnchor1(this.handle, rawPoint);\n rawPoint.free();\n }\n /**\n * Sets the position of the second anchor of this joint.\n *\n * The second anchor gives the position of the application point on the\n * local frame of the second rigid-body it is attached to.\n */\n setAnchor2(newPos) {\n const rawPoint = VectorOps.intoRaw(newPos);\n this.rawSet.jointSetAnchor2(this.handle, rawPoint);\n rawPoint.free();\n }\n /**\n * Controls whether contacts are computed between colliders attached\n * to the rigid-bodies linked by this joint.\n */\n setContactsEnabled(enabled) {\n this.rawSet.jointSetContactsEnabled(this.handle, enabled);\n }\n /**\n * Indicates if contacts are enabled between colliders attached\n * to the rigid-bodies linked by this joint.\n */\n contactsEnabled() {\n return this.rawSet.jointContactsEnabled(this.handle);\n }\n}\nexport class UnitImpulseJoint extends ImpulseJoint {\n /**\n * Are the limits enabled for this joint?\n */\n limitsEnabled() {\n return this.rawSet.jointLimitsEnabled(this.handle, this.rawAxis());\n }\n /**\n * The min limit of this joint.\n */\n limitsMin() {\n return this.rawSet.jointLimitsMin(this.handle, this.rawAxis());\n }\n /**\n * The max limit of this joint.\n */\n limitsMax() {\n return this.rawSet.jointLimitsMax(this.handle, this.rawAxis());\n }\n /**\n * Sets the limits of this joint.\n *\n * @param min - The minimum bound of this joint’s free coordinate.\n * @param max - The maximum bound of this joint’s free coordinate.\n */\n setLimits(min, max) {\n this.rawSet.jointSetLimits(this.handle, this.rawAxis(), min, max);\n }\n configureMotorModel(model) {\n this.rawSet.jointConfigureMotorModel(this.handle, this.rawAxis(), model);\n }\n configureMotorVelocity(targetVel, factor) {\n this.rawSet.jointConfigureMotorVelocity(this.handle, this.rawAxis(), targetVel, factor);\n }\n configureMotorPosition(targetPos, stiffness, damping) {\n this.rawSet.jointConfigureMotorPosition(this.handle, this.rawAxis(), targetPos, stiffness, damping);\n }\n configureMotor(targetPos, targetVel, stiffness, damping) {\n this.rawSet.jointConfigureMotor(this.handle, this.rawAxis(), targetPos, targetVel, stiffness, damping);\n }\n}\nexport class FixedImpulseJoint extends ImpulseJoint {\n}\nexport class RopeImpulseJoint extends ImpulseJoint {\n}\nexport class SpringImpulseJoint extends ImpulseJoint {\n}\nexport class PrismaticImpulseJoint extends UnitImpulseJoint {\n rawAxis() {\n return RawJointAxis.LinX;\n }\n}\nexport class RevoluteImpulseJoint extends UnitImpulseJoint {\n rawAxis() {\n return RawJointAxis.AngX;\n }\n}\n// #if DIM3\nexport class GenericImpulseJoint extends ImpulseJoint {\n}\nexport class SphericalImpulseJoint extends ImpulseJoint {\n}\n// #endif\nexport class JointData {\n constructor() { }\n /**\n * Creates a new joint descriptor that builds a Fixed joint.\n *\n * A fixed joint removes all the degrees of freedom between the affected bodies, ensuring their\n * anchor and local frames coincide in world-space.\n *\n * @param anchor1 - Point where the joint is attached on the first rigid-body affected by this joint. Expressed in the\n * local-space of the rigid-body.\n * @param frame1 - The reference orientation of the joint wrt. the first rigid-body.\n * @param anchor2 - Point where the joint is attached on the second rigid-body affected by this joint. Expressed in the\n * local-space of the rigid-body.\n * @param frame2 - The reference orientation of the joint wrt. the second rigid-body.\n */\n static fixed(anchor1, frame1, anchor2, frame2) {\n let res = new JointData();\n res.anchor1 = anchor1;\n res.anchor2 = anchor2;\n res.frame1 = frame1;\n res.frame2 = frame2;\n res.jointType = JointType.Fixed;\n return res;\n }\n static spring(rest_length, stiffness, damping, anchor1, anchor2) {\n let res = new JointData();\n res.anchor1 = anchor1;\n res.anchor2 = anchor2;\n res.length = rest_length;\n res.stiffness = stiffness;\n res.damping = damping;\n res.jointType = JointType.Spring;\n return res;\n }\n static rope(length, anchor1, anchor2) {\n let res = new JointData();\n res.anchor1 = anchor1;\n res.anchor2 = anchor2;\n res.length = length;\n res.jointType = JointType.Rope;\n return res;\n }\n // #if DIM3\n /**\n * Create a new joint descriptor that builds generic joints.\n *\n * A generic joint allows customizing its degrees of freedom\n * by supplying a mask of the joint axes that should remain locked.\n *\n * @param anchor1 - Point where the joint is attached on the first rigid-body affected by this joint. Expressed in the\n * local-space of the rigid-body.\n * @param anchor2 - Point where the joint is attached on the second rigid-body affected by this joint. Expressed in the\n * local-space of the rigid-body.\n * @param axis - The X axis of the joint, expressed in the local-space of the rigid-bodies it is attached to.\n * @param axesMask - Mask representing the locked axes of the joint. You can use logical OR to select these from\n * the JointAxesMask enum. For example, passing (JointAxesMask.AngX || JointAxesMask.AngY) will\n * create a joint locked in the X and Y rotational axes.\n */\n static generic(anchor1, anchor2, axis, axesMask) {\n let res = new JointData();\n res.anchor1 = anchor1;\n res.anchor2 = anchor2;\n res.axis = axis;\n res.axesMask = axesMask;\n res.jointType = JointType.Generic;\n return res;\n }\n /**\n * Create a new joint descriptor that builds spherical joints.\n *\n * A spherical joint allows three relative rotational degrees of freedom\n * by preventing any relative translation between the anchors of the\n * two attached rigid-bodies.\n *\n * @param anchor1 - Point where the joint is attached on the first rigid-body affected by this joint. Expressed in the\n * local-space of the rigid-body.\n * @param anchor2 - Point where the joint is attached on the second rigid-body affected by this joint. Expressed in the\n * local-space of the rigid-body.\n */\n static spherical(anchor1, anchor2) {\n let res = new JointData();\n res.anchor1 = anchor1;\n res.anchor2 = anchor2;\n res.jointType = JointType.Spherical;\n return res;\n }\n /**\n * Creates a new joint descriptor that builds a Prismatic joint.\n *\n * A prismatic joint removes all the degrees of freedom between the\n * affected bodies, except for the translation along one axis.\n *\n * @param anchor1 - Point where the joint is attached on the first rigid-body affected by this joint. Expressed in the\n * local-space of the rigid-body.\n * @param anchor2 - Point where the joint is attached on the second rigid-body affected by this joint. Expressed in the\n * local-space of the rigid-body.\n * @param axis - Axis of the joint, expressed in the local-space of the rigid-bodies it is attached to.\n */\n static prismatic(anchor1, anchor2, axis) {\n let res = new JointData();\n res.anchor1 = anchor1;\n res.anchor2 = anchor2;\n res.axis = axis;\n res.jointType = JointType.Prismatic;\n return res;\n }\n /**\n * Create a new joint descriptor that builds Revolute joints.\n *\n * A revolute joint removes all degrees of freedom between the affected\n * bodies except for the rotation along one axis.\n *\n * @param anchor1 - Point where the joint is attached on the first rigid-body affected by this joint. Expressed in the\n * local-space of the rigid-body.\n * @param anchor2 - Point where the joint is attached on the second rigid-body affected by this joint. Expressed in the\n * local-space of the rigid-body.\n * @param axis - Axis of the joint, expressed in the local-space of the rigid-bodies it is attached to.\n */\n static revolute(anchor1, anchor2, axis) {\n let res = new JointData();\n res.anchor1 = anchor1;\n res.anchor2 = anchor2;\n res.axis = axis;\n res.jointType = JointType.Revolute;\n return res;\n }\n // #endif\n intoRaw() {\n let rawA1 = VectorOps.intoRaw(this.anchor1);\n let rawA2 = VectorOps.intoRaw(this.anchor2);\n let rawAx;\n let result;\n let limitsEnabled = false;\n let limitsMin = 0.0;\n let limitsMax = 0.0;\n switch (this.jointType) {\n case JointType.Fixed:\n let rawFra1 = RotationOps.intoRaw(this.frame1);\n let rawFra2 = RotationOps.intoRaw(this.frame2);\n result = RawGenericJoint.fixed(rawA1, rawFra1, rawA2, rawFra2);\n rawFra1.free();\n rawFra2.free();\n break;\n case JointType.Spring:\n result = RawGenericJoint.spring(this.length, this.stiffness, this.damping, rawA1, rawA2);\n break;\n case JointType.Rope:\n result = RawGenericJoint.rope(this.length, rawA1, rawA2);\n break;\n case JointType.Prismatic:\n rawAx = VectorOps.intoRaw(this.axis);\n if (!!this.limitsEnabled) {\n limitsEnabled = true;\n limitsMin = this.limits[0];\n limitsMax = this.limits[1];\n }\n // #if DIM3\n result = RawGenericJoint.prismatic(rawA1, rawA2, rawAx, limitsEnabled, limitsMin, limitsMax);\n // #endif\n rawAx.free();\n break;\n // #if DIM3\n case JointType.Generic:\n rawAx = VectorOps.intoRaw(this.axis);\n // implicit type cast: axesMask is a JointAxesMask bitflag enum,\n // we're treating it as a u8 on the Rust side\n let rawAxesMask = this.axesMask;\n result = RawGenericJoint.generic(rawA1, rawA2, rawAx, rawAxesMask);\n break;\n case JointType.Spherical:\n result = RawGenericJoint.spherical(rawA1, rawA2);\n break;\n case JointType.Revolute:\n rawAx = VectorOps.intoRaw(this.axis);\n result = RawGenericJoint.revolute(rawA1, rawA2, rawAx);\n rawAx.free();\n break;\n // #endif\n }\n rawA1.free();\n rawA2.free();\n return result;\n }\n}\n//# 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import"../rapier_wasm3d.js";import{Coarena}from"../coarena.js";import{ImpulseJoint}from"./impulse_joint.js";import{RawImpulseJointSet}from"../rapier_wasm3d_bg.js";class ImpulseJointSet{free(){this.raw&&this.raw.free(),this.raw=void 0,this.map&&this.map.clear(),this.map=void 0}constructor(raw){this.raw=raw||new RawImpulseJointSet,this.map=new Coarena,raw&&raw.forEachJointHandle(handle=>{this.map.set(handle,ImpulseJoint.newTyped(raw,null,handle))})}finalizeDeserialization(bodies){this.map.forEach(joint=>joint.finalizeDeserialization(bodies))}createJoint(bodies,desc,parent1,parent2,wakeUp){const rawParams=desc.intoRaw(),handle=this.raw.createJoint(rawParams,parent1,parent2,wakeUp);rawParams.free();let joint=ImpulseJoint.newTyped(this.raw,bodies,handle);return this.map.set(handle,joint),joint}remove(handle,wakeUp){this.raw.remove(handle,wakeUp),this.unmap(handle)}forEachJointHandleAttachedToRigidBody(handle,f){this.raw.forEachJointAttachedToRigidBody(handle,f)}unmap(handle){this.map.delete(handle)}len(){return this.map.len()}contains(handle){return null!=this.get(handle)}get(handle){return this.map.get(handle)}forEach(f){this.map.forEach(f)}getAll(){return this.map.getAll()}}export{ImpulseJointSet};
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{"version":3,"file":"impulse_joint_set.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/dynamics/impulse_joint_set.js"],"sourcesContent":["import { RawImpulseJointSet } from \"../raw\";\nimport { Coarena } from \"../coarena\";\nimport { ImpulseJoint,\n// #endif\n } from \"./impulse_joint\";\n/**\n * A set of joints.\n *\n * To avoid leaking WASM resources, this MUST be freed manually with `jointSet.free()`\n * once you are done using it (and all the joints it created).\n */\nexport class ImpulseJointSet {\n /**\n * Release the WASM memory occupied by this joint set.\n */\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n if (!!this.map) {\n this.map.clear();\n }\n this.map = undefined;\n }\n constructor(raw) {\n this.raw = raw || new RawImpulseJointSet();\n this.map = new Coarena();\n // Initialize the map with the existing elements, if any.\n if (raw) {\n raw.forEachJointHandle((handle) => {\n this.map.set(handle, ImpulseJoint.newTyped(raw, null, handle));\n });\n }\n }\n /** @internal */\n finalizeDeserialization(bodies) {\n this.map.forEach((joint) => joint.finalizeDeserialization(bodies));\n }\n /**\n * Creates a new joint and return its integer handle.\n *\n * @param bodies - The set of rigid-bodies containing the bodies the joint is attached to.\n * @param desc - The joint's parameters.\n * @param parent1 - The handle of the first rigid-body this joint is attached to.\n * @param parent2 - The handle of the second rigid-body this joint is attached to.\n * @param wakeUp - Should the attached rigid-bodies be awakened?\n */\n createJoint(bodies, desc, parent1, parent2, wakeUp) {\n const rawParams = desc.intoRaw();\n const handle = this.raw.createJoint(rawParams, parent1, parent2, wakeUp);\n rawParams.free();\n let joint = ImpulseJoint.newTyped(this.raw, bodies, handle);\n this.map.set(handle, joint);\n return joint;\n }\n /**\n * Remove a joint from this set.\n *\n * @param handle - The integer handle of the joint.\n * @param wakeUp - If `true`, the rigid-bodies attached by the removed joint will be woken-up automatically.\n */\n remove(handle, wakeUp) {\n this.raw.remove(handle, wakeUp);\n this.unmap(handle);\n }\n /**\n * Calls the given closure with the integer handle of each impulse joint attached to this rigid-body.\n *\n * @param f - The closure called with the integer handle of each impulse joint attached to the rigid-body.\n */\n forEachJointHandleAttachedToRigidBody(handle, f) {\n this.raw.forEachJointAttachedToRigidBody(handle, f);\n }\n /**\n * Internal function, do not call directly.\n * @param handle\n */\n unmap(handle) {\n this.map.delete(handle);\n }\n /**\n * The number of joints on this set.\n */\n len() {\n return this.map.len();\n }\n /**\n * Does this set contain a joint with the given handle?\n *\n * @param handle - The joint handle to check.\n */\n contains(handle) {\n return this.get(handle) != null;\n }\n /**\n * Gets the joint with the given handle.\n *\n * Returns `null` if no joint with the specified handle exists.\n *\n * @param handle - The integer handle of the joint to retrieve.\n */\n get(handle) {\n return this.map.get(handle);\n }\n /**\n * Applies the given closure to each joint contained by this set.\n *\n * @param f - The closure to apply.\n */\n forEach(f) {\n this.map.forEach(f);\n }\n /**\n * Gets all joints in the list.\n *\n * @returns joint list.\n */\n getAll() {\n return this.map.getAll();\n }\n}\n//# sourceMappingURL=impulse_joint_set.js.map"],"names":["ImpulseJointSet","free","this","raw","undefined","map","clear","constructor","RawImpulseJointSet","Coarena","forEachJointHandle","handle","set","ImpulseJoint","newTyped","finalizeDeserialization","bodies","forEach","joint","createJoint","desc","parent1","parent2","wakeUp","rawParams","intoRaw","remove","unmap","forEachJointHandleAttachedToRigidBody","f","forEachJointAttachedToRigidBody","delete","len","contains","get","getAll"],"mappings":"mKAWO,MAAMA,gBAIT,IAAAC,GACUC,KAAKC,KACPD,KAAKC,IAAIF,OAEbC,KAAKC,SAAMC,EACLF,KAAKG,KACPH,KAAKG,IAAIC,QAEbJ,KAAKG,SAAMD,CACf,CACA,WAAAG,CAAYJ,KACRD,KAAKC,IAAMA,KAAO,IAAIK,mBACtBN,KAAKG,IAAM,IAAII,QAEXN,KACAA,IAAIO,mBAAoBC,SACpBT,KAAKG,IAAIO,IAAID,OAAQE,aAAaC,SAASX,IAAK,KAAMQ,UAGlE,CAEA,uBAAAI,CAAwBC,QACpBd,KAAKG,IAAIY,QAASC,OAAUA,MAAMH,wBAAwBC,QAC9D,CAUA,WAAAG,CAAYH,OAAQI,KAAMC,QAASC,QAASC,QACxC,MAAMC,UAAYJ,KAAKK,UACjBd,OAAST,KAAKC,IAAIgB,YAAYK,UAAWH,QAASC,QAASC,QACjEC,UAAUvB,OACV,IAAIiB,MAAQL,aAAaC,SAASZ,KAAKC,IAAKa,OAAQL,QAEpD,OADAT,KAAKG,IAAIO,IAAID,OAAQO,OACdA,KACX,CAOA,MAAAQ,CAAOf,OAAQY,QACXrB,KAAKC,IAAIuB,OAAOf,OAAQY,QACxBrB,KAAKyB,MAAMhB,OACf,CAMA,qCAAAiB,CAAsCjB,OAAQkB,GAC1C3B,KAAKC,IAAI2B,gCAAgCnB,OAAQkB,EACrD,CAKA,KAAAF,CAAMhB,QACFT,KAAKG,IAAI0B,OAAOpB,OACpB,CAIA,GAAAqB,GACI,OAAO9B,KAAKG,IAAI2B,KACpB,CAMA,QAAAC,CAAStB,QACL,OAA2B,MAApBT,KAAKgC,IAAIvB,OACpB,CAQA,GAAAuB,CAAIvB,QACA,OAAOT,KAAKG,IAAI6B,IAAIvB,OACxB,CAMA,OAAAM,CAAQY,GACJ3B,KAAKG,IAAIY,QAAQY,EACrB,CAMA,MAAAM,GACI,OAAOjC,KAAKG,IAAI8B,QACpB","x_google_ignoreList":[0]}
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import"../rapier_wasm3d.js";import{RawIntegrationParameters}from"../rapier_wasm3d_bg.js";class IntegrationParameters{constructor(raw){this.raw=raw||new RawIntegrationParameters}free(){this.raw&&this.raw.free(),this.raw=void 0}get dt(){return this.raw.dt}get contact_erp(){return this.raw.contact_erp}get lengthUnit(){return this.raw.lengthUnit}get normalizedAllowedLinearError(){return this.raw.normalizedAllowedLinearError}get normalizedPredictionDistance(){return this.raw.normalizedPredictionDistance}get numSolverIterations(){return this.raw.numSolverIterations}get numInternalPgsIterations(){return this.raw.numInternalPgsIterations}get minIslandSize(){return this.raw.minIslandSize}get maxCcdSubsteps(){return this.raw.maxCcdSubsteps}set dt(value){this.raw.dt=value}set contact_natural_frequency(value){this.raw.contact_natural_frequency=value}set lengthUnit(value){this.raw.lengthUnit=value}set normalizedAllowedLinearError(value){this.raw.normalizedAllowedLinearError=value}set normalizedPredictionDistance(value){this.raw.normalizedPredictionDistance=value}set numSolverIterations(value){this.raw.numSolverIterations=value}set numInternalPgsIterations(value){this.raw.numInternalPgsIterations=value}set minIslandSize(value){this.raw.minIslandSize=value}set maxCcdSubsteps(value){this.raw.maxCcdSubsteps=value}}export{IntegrationParameters};
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{"version":3,"file":"integration_parameters.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/dynamics/integration_parameters.js"],"sourcesContent":["import { RawIntegrationParameters } from \"../raw\";\nexport class IntegrationParameters {\n constructor(raw) {\n this.raw = raw || new RawIntegrationParameters();\n }\n /**\n * Free the WASM memory used by these integration parameters.\n */\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n }\n /**\n * The timestep length (default: `1.0 / 60.0`)\n */\n get dt() {\n return this.raw.dt;\n }\n /**\n * The Error Reduction Parameter in `[0, 1]` is the proportion of\n * the positional error to be corrected at each time step (default: `0.2`).\n */\n get contact_erp() {\n return this.raw.contact_erp;\n }\n get lengthUnit() {\n return this.raw.lengthUnit;\n }\n /**\n * Normalized amount of penetration the engine won’t attempt to correct (default: `0.001m`).\n *\n * This threshold considered by the physics engine is this value multiplied by the `lengthUnit`.\n */\n get normalizedAllowedLinearError() {\n return this.raw.normalizedAllowedLinearError;\n }\n /**\n * The maximal normalized distance separating two objects that will generate predictive contacts (default: `0.002`).\n *\n * This threshold considered by the physics engine is this value multiplied by the `lengthUnit`.\n */\n get normalizedPredictionDistance() {\n return this.raw.normalizedPredictionDistance;\n }\n /**\n * The number of solver iterations run by the constraints solver for calculating forces (default: `4`).\n */\n get numSolverIterations() {\n return this.raw.numSolverIterations;\n }\n /**\n * Number of internal Project Gauss Seidel (PGS) iterations run at each solver iteration (default: `1`).\n */\n get numInternalPgsIterations() {\n return this.raw.numInternalPgsIterations;\n }\n /**\n * Minimum number of dynamic bodies in each active island (default: `128`).\n */\n get minIslandSize() {\n return this.raw.minIslandSize;\n }\n /**\n * Maximum number of substeps performed by the solver (default: `1`).\n */\n get maxCcdSubsteps() {\n return this.raw.maxCcdSubsteps;\n }\n set dt(value) {\n this.raw.dt = value;\n }\n set contact_natural_frequency(value) {\n this.raw.contact_natural_frequency = value;\n }\n set lengthUnit(value) {\n this.raw.lengthUnit = value;\n }\n set normalizedAllowedLinearError(value) {\n this.raw.normalizedAllowedLinearError = value;\n }\n set normalizedPredictionDistance(value) {\n this.raw.normalizedPredictionDistance = value;\n }\n /**\n * Sets the number of solver iterations run by the constraints solver for calculating forces (default: `4`).\n */\n set numSolverIterations(value) {\n this.raw.numSolverIterations = value;\n }\n /**\n * Sets the number of internal Project Gauss Seidel (PGS) iterations run at each solver iteration (default: `1`).\n */\n set numInternalPgsIterations(value) {\n this.raw.numInternalPgsIterations = value;\n }\n set minIslandSize(value) {\n this.raw.minIslandSize = value;\n }\n set maxCcdSubsteps(value) {\n this.raw.maxCcdSubsteps = value;\n }\n}\n//# sourceMappingURL=integration_parameters.js.map"],"names":["IntegrationParameters","constructor","raw","this","RawIntegrationParameters","free","undefined","dt","contact_erp","lengthUnit","normalizedAllowedLinearError","normalizedPredictionDistance","numSolverIterations","numInternalPgsIterations","minIslandSize","maxCcdSubsteps","value","contact_natural_frequency"],"mappings":"yFACO,MAAMA,sBACT,WAAAC,CAAYC,KACRC,KAAKD,IAAMA,KAAO,IAAIE,wBAC1B,CAIA,IAAAC,GACUF,KAAKD,KACPC,KAAKD,IAAIG,OAEbF,KAAKD,SAAMI,CACf,CAIA,MAAIC,GACA,OAAOJ,KAAKD,IAAIK,EACpB,CAKA,eAAIC,GACA,OAAOL,KAAKD,IAAIM,WACpB,CACA,cAAIC,GACA,OAAON,KAAKD,IAAIO,UACpB,CAMA,gCAAIC,GACA,OAAOP,KAAKD,IAAIQ,4BACpB,CAMA,gCAAIC,GACA,OAAOR,KAAKD,IAAIS,4BACpB,CAIA,uBAAIC,GACA,OAAOT,KAAKD,IAAIU,mBACpB,CAIA,4BAAIC,GACA,OAAOV,KAAKD,IAAIW,wBACpB,CAIA,iBAAIC,GACA,OAAOX,KAAKD,IAAIY,aACpB,CAIA,kBAAIC,GACA,OAAOZ,KAAKD,IAAIa,cACpB,CACA,MAAIR,CAAGS,OACHb,KAAKD,IAAIK,GAAKS,KAClB,CACA,6BAAIC,CAA0BD,OAC1Bb,KAAKD,IAAIe,0BAA4BD,KACzC,CACA,cAAIP,CAAWO,OACXb,KAAKD,IAAIO,WAAaO,KAC1B,CACA,gCAAIN,CAA6BM,OAC7Bb,KAAKD,IAAIQ,6BAA+BM,KAC5C,CACA,gCAAIL,CAA6BK,OAC7Bb,KAAKD,IAAIS,6BAA+BK,KAC5C,CAIA,uBAAIJ,CAAoBI,OACpBb,KAAKD,IAAIU,oBAAsBI,KACnC,CAIA,4BAAIH,CAAyBG,OACzBb,KAAKD,IAAIW,yBAA2BG,KACxC,CACA,iBAAIF,CAAcE,OACdb,KAAKD,IAAIY,cAAgBE,KAC7B,CACA,kBAAID,CAAeC,OACfb,KAAKD,IAAIa,eAAiBC,KAC9B","x_google_ignoreList":[0]}
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import"../rapier_wasm3d.js";import{RawIslandManager}from"../rapier_wasm3d_bg.js";class IslandManager{free(){this.raw&&this.raw.free(),this.raw=void 0}constructor(raw){this.raw=raw||new RawIslandManager}forEachActiveRigidBodyHandle(f){this.raw.forEachActiveRigidBodyHandle(f)}}export{IslandManager};
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{"version":3,"file":"island_manager.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/dynamics/island_manager.js"],"sourcesContent":["import { RawIslandManager } from \"../raw\";\n/**\n * The CCD solver responsible for resolving Continuous Collision Detection.\n *\n * To avoid leaking WASM resources, this MUST be freed manually with `ccdSolver.free()`\n * once you are done using it.\n */\nexport class IslandManager {\n /**\n * Release the WASM memory occupied by this narrow-phase.\n */\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n }\n constructor(raw) {\n this.raw = raw || new RawIslandManager();\n }\n /**\n * Applies the given closure to the handle of each active rigid-bodies contained by this set.\n *\n * A rigid-body is active if it is not sleeping, i.e., if it moved recently.\n *\n * @param f - The closure to apply.\n */\n forEachActiveRigidBodyHandle(f) {\n this.raw.forEachActiveRigidBodyHandle(f);\n }\n}\n//# sourceMappingURL=island_manager.js.map"],"names":["IslandManager","free","this","raw","undefined","constructor","RawIslandManager","forEachActiveRigidBodyHandle","f"],"mappings":"iFAOO,MAAMA,cAIT,IAAAC,GACUC,KAAKC,KACPD,KAAKC,IAAIF,OAEbC,KAAKC,SAAMC,CACf,CACA,WAAAC,CAAYF,KACRD,KAAKC,IAAMA,KAAO,IAAIG,gBAC1B,CAQA,4BAAAC,CAA6BC,GACzBN,KAAKC,IAAII,6BAA6BC,EAC1C","x_google_ignoreList":[0]}
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import"../rapier_wasm3d.js";import{RawJointType,RawJointAxis}from"../rapier_wasm3d_bg.js";class MultibodyJoint{constructor(rawSet,handle){this.rawSet=rawSet,this.handle=handle}static newTyped(rawSet,handle){switch(rawSet.jointType(handle)){case RawJointType.Revolute:return new RevoluteMultibodyJoint(rawSet,handle);case RawJointType.Prismatic:return new PrismaticMultibodyJoint(rawSet,handle);case RawJointType.Fixed:return new FixedMultibodyJoint(rawSet,handle);case RawJointType.Spherical:return new SphericalMultibodyJoint(rawSet,handle);default:return new MultibodyJoint(rawSet,handle)}}isValid(){return this.rawSet.contains(this.handle)}setContactsEnabled(enabled){this.rawSet.jointSetContactsEnabled(this.handle,enabled)}contactsEnabled(){return this.rawSet.jointContactsEnabled(this.handle)}}class UnitMultibodyJoint extends MultibodyJoint{}class FixedMultibodyJoint extends MultibodyJoint{}class PrismaticMultibodyJoint extends UnitMultibodyJoint{rawAxis(){return RawJointAxis.LinX}}class RevoluteMultibodyJoint extends UnitMultibodyJoint{rawAxis(){return RawJointAxis.AngX}}class SphericalMultibodyJoint extends MultibodyJoint{}export{FixedMultibodyJoint,MultibodyJoint,PrismaticMultibodyJoint,RevoluteMultibodyJoint,SphericalMultibodyJoint,UnitMultibodyJoint};
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{"version":3,"file":"multibody_joint.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/dynamics/multibody_joint.js"],"sourcesContent":["import { RawJointAxis, RawJointType, } from \"../raw\";\nexport class MultibodyJoint {\n constructor(rawSet, handle) {\n this.rawSet = rawSet;\n this.handle = handle;\n }\n static newTyped(rawSet, handle) {\n switch (rawSet.jointType(handle)) {\n case RawJointType.Revolute:\n return new RevoluteMultibodyJoint(rawSet, handle);\n case RawJointType.Prismatic:\n return new PrismaticMultibodyJoint(rawSet, handle);\n case RawJointType.Fixed:\n return new FixedMultibodyJoint(rawSet, handle);\n // #if DIM3\n case RawJointType.Spherical:\n return new SphericalMultibodyJoint(rawSet, handle);\n // #endif\n default:\n return new MultibodyJoint(rawSet, handle);\n }\n }\n /**\n * Checks if this joint is still valid (i.e. that it has\n * not been deleted from the joint set yet).\n */\n isValid() {\n return this.rawSet.contains(this.handle);\n }\n // /**\n // * The unique integer identifier of the first rigid-body this joint it attached to.\n // */\n // public bodyHandle1(): RigidBodyHandle {\n // return this.rawSet.jointBodyHandle1(this.handle);\n // }\n //\n // /**\n // * The unique integer identifier of the second rigid-body this joint is attached to.\n // */\n // public bodyHandle2(): RigidBodyHandle {\n // return this.rawSet.jointBodyHandle2(this.handle);\n // }\n //\n // /**\n // * The type of this joint given as a string.\n // */\n // public type(): JointType {\n // return this.rawSet.jointType(this.handle);\n // }\n //\n // // #if DIM3\n // /**\n // * The rotation quaternion that aligns this joint's first local axis to the `x` axis.\n // */\n // public frameX1(): Rotation {\n // return RotationOps.fromRaw(this.rawSet.jointFrameX1(this.handle));\n // }\n //\n // // #endif\n //\n // // #if DIM3\n // /**\n // * The rotation matrix that aligns this joint's second local axis to the `x` axis.\n // */\n // public frameX2(): Rotation {\n // return RotationOps.fromRaw(this.rawSet.jointFrameX2(this.handle));\n // }\n //\n // // #endif\n //\n // /**\n // * The position of the first anchor of this joint.\n // *\n // * The first anchor gives the position of the points application point on the\n // * local frame of the first rigid-body it is attached to.\n // */\n // public anchor1(): Vector {\n // return VectorOps.fromRaw(this.rawSet.jointAnchor1(this.handle));\n // }\n //\n // /**\n // * The position of the second anchor of this joint.\n // *\n // * The second anchor gives the position of the points application point on the\n // * local frame of the second rigid-body it is attached to.\n // */\n // public anchor2(): Vector {\n // return VectorOps.fromRaw(this.rawSet.jointAnchor2(this.handle));\n // }\n /**\n * Controls whether contacts are computed between colliders attached\n * to the rigid-bodies linked by this joint.\n */\n setContactsEnabled(enabled) {\n this.rawSet.jointSetContactsEnabled(this.handle, enabled);\n }\n /**\n * Indicates if contacts are enabled between colliders attached\n * to the rigid-bodies linked by this joint.\n */\n contactsEnabled() {\n return this.rawSet.jointContactsEnabled(this.handle);\n }\n}\nexport class UnitMultibodyJoint extends MultibodyJoint {\n}\nexport class FixedMultibodyJoint extends MultibodyJoint {\n}\nexport class PrismaticMultibodyJoint extends UnitMultibodyJoint {\n rawAxis() {\n return RawJointAxis.LinX;\n }\n}\nexport class RevoluteMultibodyJoint extends UnitMultibodyJoint {\n rawAxis() {\n return RawJointAxis.AngX;\n }\n}\n// #if DIM3\nexport class SphericalMultibodyJoint extends MultibodyJoint {\n}\n// #endif\n//# sourceMappingURL=multibody_joint.js.map"],"names":["MultibodyJoint","constructor","rawSet","handle","this","newTyped","jointType","RawJointType","Revolute","RevoluteMultibodyJoint","Prismatic","PrismaticMultibodyJoint","Fixed","FixedMultibodyJoint","Spherical","SphericalMultibodyJoint","isValid","contains","setContactsEnabled","enabled","jointSetContactsEnabled","contactsEnabled","jointContactsEnabled","UnitMultibodyJoint","rawAxis","RawJointAxis","LinX","AngX"],"mappings":"0FACO,MAAMA,eACT,WAAAC,CAAYC,OAAQC,QAChBC,KAAKF,OAASA,OACdE,KAAKD,OAASA,MAClB,CACA,eAAOE,CAASH,OAAQC,QACpB,OAAQD,OAAOI,UAAUH,SACrB,KAAKI,aAAaC,SACd,OAAO,IAAIC,uBAAuBP,OAAQC,QAC9C,KAAKI,aAAaG,UACd,OAAO,IAAIC,wBAAwBT,OAAQC,QAC/C,KAAKI,aAAaK,MACd,OAAO,IAAIC,oBAAoBX,OAAQC,QAE3C,KAAKI,aAAaO,UACd,OAAO,IAAIC,wBAAwBb,OAAQC,QAE/C,QACI,OAAO,IAAIH,eAAeE,OAAQC,QAE9C,CAKA,OAAAa,GACI,OAAOZ,KAAKF,OAAOe,SAASb,KAAKD,OACrC,CAiEA,kBAAAe,CAAmBC,SACff,KAAKF,OAAOkB,wBAAwBhB,KAAKD,OAAQgB,QACrD,CAKA,eAAAE,GACI,OAAOjB,KAAKF,OAAOoB,qBAAqBlB,KAAKD,OACjD,EAEG,MAAMoB,2BAA2BvB,gBAEjC,MAAMa,4BAA4Bb,gBAElC,MAAMW,gCAAgCY,mBACzC,OAAAC,GACI,OAAOC,aAAaC,IACxB,EAEG,MAAMjB,+BAA+Bc,mBACxC,OAAAC,GACI,OAAOC,aAAaE,IACxB,EAGG,MAAMZ,gCAAgCf","x_google_ignoreList":[0]}
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import"../rapier_wasm3d.js";import{Coarena}from"../coarena.js";import{MultibodyJoint}from"./multibody_joint.js";import{RawMultibodyJointSet}from"../rapier_wasm3d_bg.js";class MultibodyJointSet{free(){this.raw&&this.raw.free(),this.raw=void 0,this.map&&this.map.clear(),this.map=void 0}constructor(raw){this.raw=raw||new RawMultibodyJointSet,this.map=new Coarena,raw&&raw.forEachJointHandle(handle=>{this.map.set(handle,MultibodyJoint.newTyped(this.raw,handle))})}createJoint(desc,parent1,parent2,wakeUp){const rawParams=desc.intoRaw(),handle=this.raw.createJoint(rawParams,parent1,parent2,wakeUp);rawParams.free();let joint=MultibodyJoint.newTyped(this.raw,handle);return this.map.set(handle,joint),joint}remove(handle,wake_up){this.raw.remove(handle,wake_up),this.map.delete(handle)}unmap(handle){this.map.delete(handle)}len(){return this.map.len()}contains(handle){return null!=this.get(handle)}get(handle){return this.map.get(handle)}forEach(f){this.map.forEach(f)}forEachJointHandleAttachedToRigidBody(handle,f){this.raw.forEachJointAttachedToRigidBody(handle,f)}getAll(){return this.map.getAll()}}export{MultibodyJointSet};
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{"version":3,"file":"multibody_joint_set.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/dynamics/multibody_joint_set.js"],"sourcesContent":["import { RawMultibodyJointSet } from \"../raw\";\nimport { Coarena } from \"../coarena\";\nimport { MultibodyJoint,\n// #endif\n } from \"./multibody_joint\";\n/**\n * A set of joints.\n *\n * To avoid leaking WASM resources, this MUST be freed manually with `jointSet.free()`\n * once you are done using it (and all the joints it created).\n */\nexport class MultibodyJointSet {\n /**\n * Release the WASM memory occupied by this joint set.\n */\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n if (!!this.map) {\n this.map.clear();\n }\n this.map = undefined;\n }\n constructor(raw) {\n this.raw = raw || new RawMultibodyJointSet();\n this.map = new Coarena();\n // Initialize the map with the existing elements, if any.\n if (raw) {\n raw.forEachJointHandle((handle) => {\n this.map.set(handle, MultibodyJoint.newTyped(this.raw, handle));\n });\n }\n }\n /**\n * Creates a new joint and return its integer handle.\n *\n * @param desc - The joint's parameters.\n * @param parent1 - The handle of the first rigid-body this joint is attached to.\n * @param parent2 - The handle of the second rigid-body this joint is attached to.\n * @param wakeUp - Should the attached rigid-bodies be awakened?\n */\n createJoint(desc, parent1, parent2, wakeUp) {\n const rawParams = desc.intoRaw();\n const handle = this.raw.createJoint(rawParams, parent1, parent2, wakeUp);\n rawParams.free();\n let joint = MultibodyJoint.newTyped(this.raw, handle);\n this.map.set(handle, joint);\n return joint;\n }\n /**\n * Remove a joint from this set.\n *\n * @param handle - The integer handle of the joint.\n * @param wake_up - If `true`, the rigid-bodies attached by the removed joint will be woken-up automatically.\n */\n remove(handle, wake_up) {\n this.raw.remove(handle, wake_up);\n this.map.delete(handle);\n }\n /**\n * Internal function, do not call directly.\n * @param handle\n */\n unmap(handle) {\n this.map.delete(handle);\n }\n /**\n * The number of joints on this set.\n */\n len() {\n return this.map.len();\n }\n /**\n * Does this set contain a joint with the given handle?\n *\n * @param handle - The joint handle to check.\n */\n contains(handle) {\n return this.get(handle) != null;\n }\n /**\n * Gets the joint with the given handle.\n *\n * Returns `null` if no joint with the specified handle exists.\n *\n * @param handle - The integer handle of the joint to retrieve.\n */\n get(handle) {\n return this.map.get(handle);\n }\n /**\n * Applies the given closure to each joint contained by this set.\n *\n * @param f - The closure to apply.\n */\n forEach(f) {\n this.map.forEach(f);\n }\n /**\n * Calls the given closure with the integer handle of each multibody joint attached to this rigid-body.\n *\n * @param f - The closure called with the integer handle of each multibody joint attached to the rigid-body.\n */\n forEachJointHandleAttachedToRigidBody(handle, f) {\n this.raw.forEachJointAttachedToRigidBody(handle, f);\n }\n /**\n * Gets all joints in the list.\n *\n * @returns joint list.\n */\n getAll() {\n return this.map.getAll();\n }\n}\n//# sourceMappingURL=multibody_joint_set.js.map"],"names":["MultibodyJointSet","free","this","raw","undefined","map","clear","constructor","RawMultibodyJointSet","Coarena","forEachJointHandle","handle","set","MultibodyJoint","newTyped","createJoint","desc","parent1","parent2","wakeUp","rawParams","intoRaw","joint","remove","wake_up","delete","unmap","len","contains","get","forEach","f","forEachJointHandleAttachedToRigidBody","forEachJointAttachedToRigidBody","getAll"],"mappings":"yKAWO,MAAMA,kBAIT,IAAAC,GACUC,KAAKC,KACPD,KAAKC,IAAIF,OAEbC,KAAKC,SAAMC,EACLF,KAAKG,KACPH,KAAKG,IAAIC,QAEbJ,KAAKG,SAAMD,CACf,CACA,WAAAG,CAAYJ,KACRD,KAAKC,IAAMA,KAAO,IAAIK,qBACtBN,KAAKG,IAAM,IAAII,QAEXN,KACAA,IAAIO,mBAAoBC,SACpBT,KAAKG,IAAIO,IAAID,OAAQE,eAAeC,SAASZ,KAAKC,IAAKQ,UAGnE,CASA,WAAAI,CAAYC,KAAMC,QAASC,QAASC,QAChC,MAAMC,UAAYJ,KAAKK,UACjBV,OAAST,KAAKC,IAAIY,YAAYK,UAAWH,QAASC,QAASC,QACjEC,UAAUnB,OACV,IAAIqB,MAAQT,eAAeC,SAASZ,KAAKC,IAAKQ,QAE9C,OADAT,KAAKG,IAAIO,IAAID,OAAQW,OACdA,KACX,CAOA,MAAAC,CAAOZ,OAAQa,SACXtB,KAAKC,IAAIoB,OAAOZ,OAAQa,SACxBtB,KAAKG,IAAIoB,OAAOd,OACpB,CAKA,KAAAe,CAAMf,QACFT,KAAKG,IAAIoB,OAAOd,OACpB,CAIA,GAAAgB,GACI,OAAOzB,KAAKG,IAAIsB,KACpB,CAMA,QAAAC,CAASjB,QACL,OAA2B,MAApBT,KAAK2B,IAAIlB,OACpB,CAQA,GAAAkB,CAAIlB,QACA,OAAOT,KAAKG,IAAIwB,IAAIlB,OACxB,CAMA,OAAAmB,CAAQC,GACJ7B,KAAKG,IAAIyB,QAAQC,EACrB,CAMA,qCAAAC,CAAsCrB,OAAQoB,GAC1C7B,KAAKC,IAAI8B,gCAAgCtB,OAAQoB,EACrD,CAMA,MAAAG,GACI,OAAOhC,KAAKG,IAAI6B,QACpB","x_google_ignoreList":[0]}
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import{VectorOps,RotationOps,SdpMatrix3Ops}from"../math.js";var RigidBodyType;!function(RigidBodyType){RigidBodyType[RigidBodyType.Dynamic=0]="Dynamic",RigidBodyType[RigidBodyType.Fixed=1]="Fixed",RigidBodyType[RigidBodyType.KinematicPositionBased=2]="KinematicPositionBased",RigidBodyType[RigidBodyType.KinematicVelocityBased=3]="KinematicVelocityBased"}(RigidBodyType||(RigidBodyType={}));class RigidBody{constructor(rawSet,colliderSet,handle){this.rawSet=rawSet,this.colliderSet=colliderSet,this.handle=handle}finalizeDeserialization(colliderSet){this.colliderSet=colliderSet}isValid(){return this.rawSet.contains(this.handle)}lockTranslations(locked,wakeUp){return this.rawSet.rbLockTranslations(this.handle,locked,wakeUp)}lockRotations(locked,wakeUp){return this.rawSet.rbLockRotations(this.handle,locked,wakeUp)}setEnabledTranslations(enableX,enableY,enableZ,wakeUp){return this.rawSet.rbSetEnabledTranslations(this.handle,enableX,enableY,enableZ,wakeUp)}restrictTranslations(enableX,enableY,enableZ,wakeUp){this.setEnabledTranslations(enableX,enableY,enableZ,wakeUp)}setEnabledRotations(enableX,enableY,enableZ,wakeUp){return this.rawSet.rbSetEnabledRotations(this.handle,enableX,enableY,enableZ,wakeUp)}restrictRotations(enableX,enableY,enableZ,wakeUp){this.setEnabledRotations(enableX,enableY,enableZ,wakeUp)}dominanceGroup(){return this.rawSet.rbDominanceGroup(this.handle)}setDominanceGroup(group){this.rawSet.rbSetDominanceGroup(this.handle,group)}additionalSolverIterations(){return this.rawSet.rbAdditionalSolverIterations(this.handle)}setAdditionalSolverIterations(iters){this.rawSet.rbSetAdditionalSolverIterations(this.handle,iters)}enableCcd(enabled){this.rawSet.rbEnableCcd(this.handle,enabled)}setSoftCcdPrediction(distance){this.rawSet.rbSetSoftCcdPrediction(this.handle,distance)}softCcdPrediction(){return this.rawSet.rbSoftCcdPrediction(this.handle)}translation(){let res=this.rawSet.rbTranslation(this.handle);return VectorOps.fromRaw(res)}rotation(){let res=this.rawSet.rbRotation(this.handle);return RotationOps.fromRaw(res)}nextTranslation(){let res=this.rawSet.rbNextTranslation(this.handle);return VectorOps.fromRaw(res)}nextRotation(){let res=this.rawSet.rbNextRotation(this.handle);return RotationOps.fromRaw(res)}setTranslation(tra,wakeUp){this.rawSet.rbSetTranslation(this.handle,tra.x,tra.y,tra.z,wakeUp)}setLinvel(vel,wakeUp){let rawVel=VectorOps.intoRaw(vel);this.rawSet.rbSetLinvel(this.handle,rawVel,wakeUp),rawVel.free()}gravityScale(){return this.rawSet.rbGravityScale(this.handle)}setGravityScale(factor,wakeUp){this.rawSet.rbSetGravityScale(this.handle,factor,wakeUp)}setRotation(rot,wakeUp){this.rawSet.rbSetRotation(this.handle,rot.x,rot.y,rot.z,rot.w,wakeUp)}setAngvel(vel,wakeUp){let rawVel=VectorOps.intoRaw(vel);this.rawSet.rbSetAngvel(this.handle,rawVel,wakeUp),rawVel.free()}setNextKinematicTranslation(t){this.rawSet.rbSetNextKinematicTranslation(this.handle,t.x,t.y,t.z)}setNextKinematicRotation(rot){this.rawSet.rbSetNextKinematicRotation(this.handle,rot.x,rot.y,rot.z,rot.w)}linvel(){return VectorOps.fromRaw(this.rawSet.rbLinvel(this.handle))}velocityAtPoint(point){const rawPoint=VectorOps.intoRaw(point);let result=VectorOps.fromRaw(this.rawSet.rbVelocityAtPoint(this.handle,rawPoint));return rawPoint.free(),result}angvel(){return VectorOps.fromRaw(this.rawSet.rbAngvel(this.handle))}mass(){return this.rawSet.rbMass(this.handle)}effectiveInvMass(){return VectorOps.fromRaw(this.rawSet.rbEffectiveInvMass(this.handle))}invMass(){return this.rawSet.rbInvMass(this.handle)}localCom(){return VectorOps.fromRaw(this.rawSet.rbLocalCom(this.handle))}worldCom(){return VectorOps.fromRaw(this.rawSet.rbWorldCom(this.handle))}invPrincipalInertia(){return VectorOps.fromRaw(this.rawSet.rbInvPrincipalInertia(this.handle))}principalInertia(){return VectorOps.fromRaw(this.rawSet.rbPrincipalInertia(this.handle))}principalInertiaLocalFrame(){return RotationOps.fromRaw(this.rawSet.rbPrincipalInertiaLocalFrame(this.handle))}effectiveWorldInvInertia(){return SdpMatrix3Ops.fromRaw(this.rawSet.rbEffectiveWorldInvInertia(this.handle))}effectiveAngularInertia(){return SdpMatrix3Ops.fromRaw(this.rawSet.rbEffectiveAngularInertia(this.handle))}sleep(){this.rawSet.rbSleep(this.handle)}wakeUp(){this.rawSet.rbWakeUp(this.handle)}isCcdEnabled(){return this.rawSet.rbIsCcdEnabled(this.handle)}numColliders(){return this.rawSet.rbNumColliders(this.handle)}collider(i){return this.colliderSet.get(this.rawSet.rbCollider(this.handle,i))}setEnabled(enabled){this.rawSet.rbSetEnabled(this.handle,enabled)}isEnabled(){return this.rawSet.rbIsEnabled(this.handle)}bodyType(){return this.rawSet.rbBodyType(this.handle)}setBodyType(type,wakeUp){return this.rawSet.rbSetBodyType(this.handle,type,wakeUp)}isSleeping(){return this.rawSet.rbIsSleeping(this.handle)}isMoving(){return this.rawSet.rbIsMoving(this.handle)}isFixed(){return this.rawSet.rbIsFixed(this.handle)}isKinematic(){return this.rawSet.rbIsKinematic(this.handle)}isDynamic(){return this.rawSet.rbIsDynamic(this.handle)}linearDamping(){return this.rawSet.rbLinearDamping(this.handle)}angularDamping(){return this.rawSet.rbAngularDamping(this.handle)}setLinearDamping(factor){this.rawSet.rbSetLinearDamping(this.handle,factor)}recomputeMassPropertiesFromColliders(){this.rawSet.rbRecomputeMassPropertiesFromColliders(this.handle,this.colliderSet.raw)}setAdditionalMass(mass,wakeUp){this.rawSet.rbSetAdditionalMass(this.handle,mass,wakeUp)}setAdditionalMassProperties(mass,centerOfMass,principalAngularInertia,angularInertiaLocalFrame,wakeUp){let rawCom=VectorOps.intoRaw(centerOfMass),rawPrincipalInertia=VectorOps.intoRaw(principalAngularInertia),rawInertiaFrame=RotationOps.intoRaw(angularInertiaLocalFrame);this.rawSet.rbSetAdditionalMassProperties(this.handle,mass,rawCom,rawPrincipalInertia,rawInertiaFrame,wakeUp),rawCom.free(),rawPrincipalInertia.free(),rawInertiaFrame.free()}setAngularDamping(factor){this.rawSet.rbSetAngularDamping(this.handle,factor)}resetForces(wakeUp){this.rawSet.rbResetForces(this.handle,wakeUp)}resetTorques(wakeUp){this.rawSet.rbResetTorques(this.handle,wakeUp)}addForce(force,wakeUp){const rawForce=VectorOps.intoRaw(force);this.rawSet.rbAddForce(this.handle,rawForce,wakeUp),rawForce.free()}applyImpulse(impulse,wakeUp){const rawImpulse=VectorOps.intoRaw(impulse);this.rawSet.rbApplyImpulse(this.handle,rawImpulse,wakeUp),rawImpulse.free()}addTorque(torque,wakeUp){const rawTorque=VectorOps.intoRaw(torque);this.rawSet.rbAddTorque(this.handle,rawTorque,wakeUp),rawTorque.free()}applyTorqueImpulse(torqueImpulse,wakeUp){const rawTorqueImpulse=VectorOps.intoRaw(torqueImpulse);this.rawSet.rbApplyTorqueImpulse(this.handle,rawTorqueImpulse,wakeUp),rawTorqueImpulse.free()}addForceAtPoint(force,point,wakeUp){const rawForce=VectorOps.intoRaw(force),rawPoint=VectorOps.intoRaw(point);this.rawSet.rbAddForceAtPoint(this.handle,rawForce,rawPoint,wakeUp),rawForce.free(),rawPoint.free()}applyImpulseAtPoint(impulse,point,wakeUp){const rawImpulse=VectorOps.intoRaw(impulse),rawPoint=VectorOps.intoRaw(point);this.rawSet.rbApplyImpulseAtPoint(this.handle,rawImpulse,rawPoint,wakeUp),rawImpulse.free(),rawPoint.free()}userForce(){return VectorOps.fromRaw(this.rawSet.rbUserForce(this.handle))}userTorque(){return VectorOps.fromRaw(this.rawSet.rbUserTorque(this.handle))}}class RigidBodyDesc{constructor(status){this.enabled=!0,this.status=status,this.translation=VectorOps.zeros(),this.rotation=RotationOps.identity(),this.gravityScale=1,this.linvel=VectorOps.zeros(),this.mass=0,this.massOnly=!1,this.centerOfMass=VectorOps.zeros(),this.translationsEnabledX=!0,this.translationsEnabledY=!0,this.angvel=VectorOps.zeros(),this.principalAngularInertia=VectorOps.zeros(),this.angularInertiaLocalFrame=RotationOps.identity(),this.translationsEnabledZ=!0,this.rotationsEnabledX=!0,this.rotationsEnabledY=!0,this.rotationsEnabledZ=!0,this.linearDamping=0,this.angularDamping=0,this.canSleep=!0,this.sleeping=!1,this.ccdEnabled=!1,this.softCcdPrediction=0,this.dominanceGroup=0,this.additionalSolverIterations=0}static dynamic(){return new RigidBodyDesc(RigidBodyType.Dynamic)}static kinematicPositionBased(){return new RigidBodyDesc(RigidBodyType.KinematicPositionBased)}static kinematicVelocityBased(){return new RigidBodyDesc(RigidBodyType.KinematicVelocityBased)}static fixed(){return new RigidBodyDesc(RigidBodyType.Fixed)}static newDynamic(){return new RigidBodyDesc(RigidBodyType.Dynamic)}static newKinematicPositionBased(){return new RigidBodyDesc(RigidBodyType.KinematicPositionBased)}static newKinematicVelocityBased(){return new RigidBodyDesc(RigidBodyType.KinematicVelocityBased)}static newStatic(){return new RigidBodyDesc(RigidBodyType.Fixed)}setDominanceGroup(group){return this.dominanceGroup=group,this}setAdditionalSolverIterations(iters){return this.additionalSolverIterations=iters,this}setEnabled(enabled){return this.enabled=enabled,this}setTranslation(x,y,z){if("number"!=typeof x||"number"!=typeof y||"number"!=typeof z)throw TypeError("The translation components must be numbers.");return this.translation={x:x,y:y,z:z},this}setRotation(rot){return RotationOps.copy(this.rotation,rot),this}setGravityScale(scale){return this.gravityScale=scale,this}setAdditionalMass(mass){return this.mass=mass,this.massOnly=!0,this}setLinvel(x,y,z){if("number"!=typeof x||"number"!=typeof y||"number"!=typeof z)throw TypeError("The linvel components must be numbers.");return this.linvel={x:x,y:y,z:z},this}setAngvel(vel){return VectorOps.copy(this.angvel,vel),this}setAdditionalMassProperties(mass,centerOfMass,principalAngularInertia,angularInertiaLocalFrame){return this.mass=mass,VectorOps.copy(this.centerOfMass,centerOfMass),VectorOps.copy(this.principalAngularInertia,principalAngularInertia),RotationOps.copy(this.angularInertiaLocalFrame,angularInertiaLocalFrame),this.massOnly=!1,this}enabledTranslations(translationsEnabledX,translationsEnabledY,translationsEnabledZ){return this.translationsEnabledX=translationsEnabledX,this.translationsEnabledY=translationsEnabledY,this.translationsEnabledZ=translationsEnabledZ,this}restrictTranslations(translationsEnabledX,translationsEnabledY,translationsEnabledZ){return this.enabledTranslations(translationsEnabledX,translationsEnabledY,translationsEnabledZ)}lockTranslations(){return this.enabledTranslations(!1,!1,!1)}enabledRotations(rotationsEnabledX,rotationsEnabledY,rotationsEnabledZ){return this.rotationsEnabledX=rotationsEnabledX,this.rotationsEnabledY=rotationsEnabledY,this.rotationsEnabledZ=rotationsEnabledZ,this}restrictRotations(rotationsEnabledX,rotationsEnabledY,rotationsEnabledZ){return this.enabledRotations(rotationsEnabledX,rotationsEnabledY,rotationsEnabledZ)}lockRotations(){return this.restrictRotations(!1,!1,!1)}setLinearDamping(damping){return this.linearDamping=damping,this}setAngularDamping(damping){return this.angularDamping=damping,this}setCanSleep(can){return this.canSleep=can,this}setSleeping(sleeping){return this.sleeping=sleeping,this}setCcdEnabled(enabled){return this.ccdEnabled=enabled,this}setSoftCcdPrediction(distance){return this.softCcdPrediction=distance,this}setUserData(data){return this.userData=data,this}}export{RigidBody,RigidBodyDesc,RigidBodyType};
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{"version":3,"file":"rigid_body.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/dynamics/rigid_body.js"],"sourcesContent":["import { RotationOps, VectorOps } from \"../math\";\n// #if DIM3\nimport { SdpMatrix3Ops } from \"../math\";\n/**\n * The simulation status of a rigid-body.\n */\n// TODO: rename this to RigidBodyType\nexport var RigidBodyType;\n(function (RigidBodyType) {\n /**\n * A `RigidBodyType::Dynamic` body can be affected by all external forces.\n */\n RigidBodyType[RigidBodyType[\"Dynamic\"] = 0] = \"Dynamic\";\n /**\n * A `RigidBodyType::Fixed` body cannot be affected by external forces.\n */\n RigidBodyType[RigidBodyType[\"Fixed\"] = 1] = \"Fixed\";\n /**\n * A `RigidBodyType::KinematicPositionBased` body cannot be affected by any external forces but can be controlled\n * by the user at the position level while keeping realistic one-way interaction with dynamic bodies.\n *\n * One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body\n * cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be\n * modified by the user and is independent from any contact or joint it is involved in.\n */\n RigidBodyType[RigidBodyType[\"KinematicPositionBased\"] = 2] = \"KinematicPositionBased\";\n /**\n * A `RigidBodyType::KinematicVelocityBased` body cannot be affected by any external forces but can be controlled\n * by the user at the velocity level while keeping realistic one-way interaction with dynamic bodies.\n *\n * One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body\n * cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be\n * modified by the user and is independent from any contact or joint it is involved in.\n */\n RigidBodyType[RigidBodyType[\"KinematicVelocityBased\"] = 3] = \"KinematicVelocityBased\";\n})(RigidBodyType || (RigidBodyType = {}));\n/**\n * A rigid-body.\n */\nexport class RigidBody {\n constructor(rawSet, colliderSet, handle) {\n this.rawSet = rawSet;\n this.colliderSet = colliderSet;\n this.handle = handle;\n }\n /** @internal */\n finalizeDeserialization(colliderSet) {\n this.colliderSet = colliderSet;\n }\n /**\n * Checks if this rigid-body is still valid (i.e. that it has\n * not been deleted from the rigid-body set yet.\n */\n isValid() {\n return this.rawSet.contains(this.handle);\n }\n /**\n * Locks or unlocks the ability of this rigid-body to translate.\n *\n * @param locked - If `true`, this rigid-body will no longer translate due to forces and impulses.\n * @param wakeUp - If `true`, this rigid-body will be automatically awaken if it is currently asleep.\n */\n lockTranslations(locked, wakeUp) {\n return this.rawSet.rbLockTranslations(this.handle, locked, wakeUp);\n }\n /**\n * Locks or unlocks the ability of this rigid-body to rotate.\n *\n * @param locked - If `true`, this rigid-body will no longer rotate due to torques and impulses.\n * @param wakeUp - If `true`, this rigid-body will be automatically awaken if it is currently asleep.\n */\n lockRotations(locked, wakeUp) {\n return this.rawSet.rbLockRotations(this.handle, locked, wakeUp);\n }\n // #if DIM3\n /**\n * Locks or unlocks the ability of this rigid-body to translate along individual coordinate axes.\n *\n * @param enableX - If `false`, this rigid-body will no longer translate due to torques and impulses, along the X coordinate axis.\n * @param enableY - If `false`, this rigid-body will no longer translate due to torques and impulses, along the Y coordinate axis.\n * @param enableZ - If `false`, this rigid-body will no longer translate due to torques and impulses, along the Z coordinate axis.\n * @param wakeUp - If `true`, this rigid-body will be automatically awaken if it is currently asleep.\n */\n setEnabledTranslations(enableX, enableY, enableZ, wakeUp) {\n return this.rawSet.rbSetEnabledTranslations(this.handle, enableX, enableY, enableZ, wakeUp);\n }\n /**\n * Locks or unlocks the ability of this rigid-body to translate along individual coordinate axes.\n *\n * @param enableX - If `false`, this rigid-body will no longer translate due to torques and impulses, along the X coordinate axis.\n * @param enableY - If `false`, this rigid-body will no longer translate due to torques and impulses, along the Y coordinate axis.\n * @param enableZ - If `false`, this rigid-body will no longer translate due to torques and impulses, along the Z coordinate axis.\n * @param wakeUp - If `true`, this rigid-body will be automatically awaken if it is currently asleep.\n * @deprecated use `this.setEnabledTranslations` with the same arguments instead.\n */\n restrictTranslations(enableX, enableY, enableZ, wakeUp) {\n this.setEnabledTranslations(enableX, enableY, enableZ, wakeUp);\n }\n /**\n * Locks or unlocks the ability of this rigid-body to rotate along individual coordinate axes.\n *\n * @param enableX - If `false`, this rigid-body will no longer rotate due to torques and impulses, along the X coordinate axis.\n * @param enableY - If `false`, this rigid-body will no longer rotate due to torques and impulses, along the Y coordinate axis.\n * @param enableZ - If `false`, this rigid-body will no longer rotate due to torques and impulses, along the Z coordinate axis.\n * @param wakeUp - If `true`, this rigid-body will be automatically awaken if it is currently asleep.\n */\n setEnabledRotations(enableX, enableY, enableZ, wakeUp) {\n return this.rawSet.rbSetEnabledRotations(this.handle, enableX, enableY, enableZ, wakeUp);\n }\n /**\n * Locks or unlocks the ability of this rigid-body to rotate along individual coordinate axes.\n *\n * @param enableX - If `false`, this rigid-body will no longer rotate due to torques and impulses, along the X coordinate axis.\n * @param enableY - If `false`, this rigid-body will no longer rotate due to torques and impulses, along the Y coordinate axis.\n * @param enableZ - If `false`, this rigid-body will no longer rotate due to torques and impulses, along the Z coordinate axis.\n * @param wakeUp - If `true`, this rigid-body will be automatically awaken if it is currently asleep.\n * @deprecated use `this.setEnabledRotations` with the same arguments instead.\n */\n restrictRotations(enableX, enableY, enableZ, wakeUp) {\n this.setEnabledRotations(enableX, enableY, enableZ, wakeUp);\n }\n // #endif\n /**\n * The dominance group, in [-127, +127] this rigid-body is part of.\n */\n dominanceGroup() {\n return this.rawSet.rbDominanceGroup(this.handle);\n }\n /**\n * Sets the dominance group of this rigid-body.\n *\n * @param group - The dominance group of this rigid-body. Must be a signed integer in the range [-127, +127].\n */\n setDominanceGroup(group) {\n this.rawSet.rbSetDominanceGroup(this.handle, group);\n }\n /**\n * The number of additional solver iterations that will be run for this\n * rigid-body and everything that interacts with it directly or indirectly\n * through contacts or joints.\n */\n additionalSolverIterations() {\n return this.rawSet.rbAdditionalSolverIterations(this.handle);\n }\n /**\n * Sets the number of additional solver iterations that will be run for this\n * rigid-body and everything that interacts with it directly or indirectly\n * through contacts or joints.\n *\n * Compared to increasing the global `World.numSolverIteration`, setting this\n * value lets you increase accuracy on only a subset of the scene, resulting in reduced\n * performance loss.\n *\n * @param iters - The new number of additional solver iterations (default: 0).\n */\n setAdditionalSolverIterations(iters) {\n this.rawSet.rbSetAdditionalSolverIterations(this.handle, iters);\n }\n /**\n * Enable or disable CCD (Continuous Collision Detection) for this rigid-body.\n *\n * @param enabled - If `true`, CCD will be enabled for this rigid-body.\n */\n enableCcd(enabled) {\n this.rawSet.rbEnableCcd(this.handle, enabled);\n }\n /**\n * Sets the soft-CCD prediction distance for this rigid-body.\n *\n * See the documentation of `RigidBodyDesc.setSoftCcdPrediction` for\n * additional details.\n */\n setSoftCcdPrediction(distance) {\n this.rawSet.rbSetSoftCcdPrediction(this.handle, distance);\n }\n /**\n * Gets the soft-CCD prediction distance for this rigid-body.\n *\n * See the documentation of `RigidBodyDesc.setSoftCcdPrediction` for\n * additional details.\n */\n softCcdPrediction() {\n return this.rawSet.rbSoftCcdPrediction(this.handle);\n }\n /**\n * The world-space translation of this rigid-body.\n */\n translation() {\n let res = this.rawSet.rbTranslation(this.handle);\n return VectorOps.fromRaw(res);\n }\n /**\n * The world-space orientation of this rigid-body.\n */\n rotation() {\n let res = this.rawSet.rbRotation(this.handle);\n return RotationOps.fromRaw(res);\n }\n /**\n * The world-space next translation of this rigid-body.\n *\n * If this rigid-body is kinematic this value is set by the `setNextKinematicTranslation`\n * method and is used for estimating the kinematic body velocity at the next timestep.\n * For non-kinematic bodies, this value is currently unspecified.\n */\n nextTranslation() {\n let res = this.rawSet.rbNextTranslation(this.handle);\n return VectorOps.fromRaw(res);\n }\n /**\n * The world-space next orientation of this rigid-body.\n *\n * If this rigid-body is kinematic this value is set by the `setNextKinematicRotation`\n * method and is used for estimating the kinematic body velocity at the next timestep.\n * For non-kinematic bodies, this value is currently unspecified.\n */\n nextRotation() {\n let res = this.rawSet.rbNextRotation(this.handle);\n return RotationOps.fromRaw(res);\n }\n /**\n * Sets the translation of this rigid-body.\n *\n * @param tra - The world-space position of the rigid-body.\n * @param wakeUp - Forces the rigid-body to wake-up so it is properly affected by forces if it\n * wasn't moving before modifying its position.\n */\n setTranslation(tra, wakeUp) {\n // #if DIM3\n this.rawSet.rbSetTranslation(this.handle, tra.x, tra.y, tra.z, wakeUp);\n // #endif\n }\n /**\n * Sets the linear velocity of this rigid-body.\n *\n * @param vel - The linear velocity to set.\n * @param wakeUp - Forces the rigid-body to wake-up if it was asleep.\n */\n setLinvel(vel, wakeUp) {\n let rawVel = VectorOps.intoRaw(vel);\n this.rawSet.rbSetLinvel(this.handle, rawVel, wakeUp);\n rawVel.free();\n }\n /**\n * The scale factor applied to the gravity affecting\n * this rigid-body.\n */\n gravityScale() {\n return this.rawSet.rbGravityScale(this.handle);\n }\n /**\n * Sets the scale factor applied to the gravity affecting\n * this rigid-body.\n *\n * @param factor - The scale factor to set. A value of 0.0 means\n * that this rigid-body will on longer be affected by gravity.\n * @param wakeUp - Forces the rigid-body to wake-up if it was asleep.\n */\n setGravityScale(factor, wakeUp) {\n this.rawSet.rbSetGravityScale(this.handle, factor, wakeUp);\n }\n // #if DIM3\n /**\n * Sets the rotation quaternion of this rigid-body.\n *\n * This does nothing if a zero quaternion is provided.\n *\n * @param rotation - The rotation to set.\n * @param wakeUp - Forces the rigid-body to wake-up so it is properly affected by forces if it\n * wasn't moving before modifying its position.\n */\n setRotation(rot, wakeUp) {\n this.rawSet.rbSetRotation(this.handle, rot.x, rot.y, rot.z, rot.w, wakeUp);\n }\n /**\n * Sets the angular velocity fo this rigid-body.\n *\n * @param vel - The angular velocity to set.\n * @param wakeUp - Forces the rigid-body to wake-up if it was asleep.\n */\n setAngvel(vel, wakeUp) {\n let rawVel = VectorOps.intoRaw(vel);\n this.rawSet.rbSetAngvel(this.handle, rawVel, wakeUp);\n rawVel.free();\n }\n // #endif\n /**\n * If this rigid body is kinematic, sets its future translation after the next timestep integration.\n *\n * This should be used instead of `rigidBody.setTranslation` to make the dynamic object\n * interacting with this kinematic body behave as expected. Internally, Rapier will compute\n * an artificial velocity for this rigid-body from its current position and its next kinematic\n * position. This velocity will be used to compute forces on dynamic bodies interacting with\n * this body.\n *\n * @param t - The kinematic translation to set.\n */\n setNextKinematicTranslation(t) {\n // #if DIM3\n this.rawSet.rbSetNextKinematicTranslation(this.handle, t.x, t.y, t.z);\n // #endif\n }\n // #if DIM3\n /**\n * If this rigid body is kinematic, sets its future rotation after the next timestep integration.\n *\n * This should be used instead of `rigidBody.setRotation` to make the dynamic object\n * interacting with this kinematic body behave as expected. Internally, Rapier will compute\n * an artificial velocity for this rigid-body from its current position and its next kinematic\n * position. This velocity will be used to compute forces on dynamic bodies interacting with\n * this body.\n *\n * @param rot - The kinematic rotation to set.\n */\n setNextKinematicRotation(rot) {\n this.rawSet.rbSetNextKinematicRotation(this.handle, rot.x, rot.y, rot.z, rot.w);\n }\n // #endif\n /**\n * The linear velocity of this rigid-body.\n */\n linvel() {\n return VectorOps.fromRaw(this.rawSet.rbLinvel(this.handle));\n }\n /**\n * The velocity of the given world-space point on this rigid-body.\n */\n velocityAtPoint(point) {\n const rawPoint = VectorOps.intoRaw(point);\n let result = VectorOps.fromRaw(this.rawSet.rbVelocityAtPoint(this.handle, rawPoint));\n rawPoint.free();\n return result;\n }\n // #if DIM3\n /**\n * The angular velocity of this rigid-body.\n */\n angvel() {\n return VectorOps.fromRaw(this.rawSet.rbAngvel(this.handle));\n }\n // #endif\n /**\n * The mass of this rigid-body.\n */\n mass() {\n return this.rawSet.rbMass(this.handle);\n }\n /**\n * The inverse mass taking into account translation locking.\n */\n effectiveInvMass() {\n return VectorOps.fromRaw(this.rawSet.rbEffectiveInvMass(this.handle));\n }\n /**\n * The inverse of the mass of a rigid-body.\n *\n * If this is zero, the rigid-body is assumed to have infinite mass.\n */\n invMass() {\n return this.rawSet.rbInvMass(this.handle);\n }\n /**\n * The center of mass of a rigid-body expressed in its local-space.\n */\n localCom() {\n return VectorOps.fromRaw(this.rawSet.rbLocalCom(this.handle));\n }\n /**\n * The world-space center of mass of the rigid-body.\n */\n worldCom() {\n return VectorOps.fromRaw(this.rawSet.rbWorldCom(this.handle));\n }\n // #if DIM3\n /**\n * The inverse of the principal angular inertia of the rigid-body.\n *\n * Components set to zero are assumed to be infinite along the corresponding principal axis.\n */\n invPrincipalInertia() {\n return VectorOps.fromRaw(this.rawSet.rbInvPrincipalInertia(this.handle));\n }\n // #endif\n // #if DIM3\n /**\n * The angular inertia along the principal inertia axes of the rigid-body.\n */\n principalInertia() {\n return VectorOps.fromRaw(this.rawSet.rbPrincipalInertia(this.handle));\n }\n // #endif\n // #if DIM3\n /**\n * The principal vectors of the local angular inertia tensor of the rigid-body.\n */\n principalInertiaLocalFrame() {\n return RotationOps.fromRaw(this.rawSet.rbPrincipalInertiaLocalFrame(this.handle));\n }\n // #endif\n // #if DIM3\n /**\n * The world-space inverse angular inertia tensor of the rigid-body,\n * taking into account rotation locking.\n */\n effectiveWorldInvInertia() {\n return SdpMatrix3Ops.fromRaw(this.rawSet.rbEffectiveWorldInvInertia(this.handle));\n }\n // #endif\n // #if DIM3\n /**\n * The effective world-space angular inertia (that takes the potential rotation locking into account) of\n * this rigid-body.\n */\n effectiveAngularInertia() {\n return SdpMatrix3Ops.fromRaw(this.rawSet.rbEffectiveAngularInertia(this.handle));\n }\n // #endif\n /**\n * Put this rigid body to sleep.\n *\n * A sleeping body no longer moves and is no longer simulated by the physics engine unless\n * it is waken up. It can be woken manually with `this.wakeUp()` or automatically due to\n * external forces like contacts.\n */\n sleep() {\n this.rawSet.rbSleep(this.handle);\n }\n /**\n * Wakes this rigid-body up.\n *\n * A dynamic rigid-body that does not move during several consecutive frames will\n * be put to sleep by the physics engine, i.e., it will stop being simulated in order\n * to avoid useless computations.\n * This methods forces a sleeping rigid-body to wake-up. This is useful, e.g., before modifying\n * the position of a dynamic body so that it is properly simulated afterwards.\n */\n wakeUp() {\n this.rawSet.rbWakeUp(this.handle);\n }\n /**\n * Is CCD enabled for this rigid-body?\n */\n isCcdEnabled() {\n return this.rawSet.rbIsCcdEnabled(this.handle);\n }\n /**\n * The number of colliders attached to this rigid-body.\n */\n numColliders() {\n return this.rawSet.rbNumColliders(this.handle);\n }\n /**\n * Retrieves the `i-th` collider attached to this rigid-body.\n *\n * @param i - The index of the collider to retrieve. Must be a number in `[0, this.numColliders()[`.\n * This index is **not** the same as the unique identifier of the collider.\n */\n collider(i) {\n return this.colliderSet.get(this.rawSet.rbCollider(this.handle, i));\n }\n /**\n * Sets whether this rigid-body is enabled or not.\n *\n * @param enabled - Set to `false` to disable this rigid-body and all its attached colliders.\n */\n setEnabled(enabled) {\n this.rawSet.rbSetEnabled(this.handle, enabled);\n }\n /**\n * Is this rigid-body enabled?\n */\n isEnabled() {\n return this.rawSet.rbIsEnabled(this.handle);\n }\n /**\n * The status of this rigid-body: static, dynamic, or kinematic.\n */\n bodyType() {\n return this.rawSet.rbBodyType(this.handle);\n }\n /**\n * Set a new status for this rigid-body: static, dynamic, or kinematic.\n */\n setBodyType(type, wakeUp) {\n return this.rawSet.rbSetBodyType(this.handle, type, wakeUp);\n }\n /**\n * Is this rigid-body sleeping?\n */\n isSleeping() {\n return this.rawSet.rbIsSleeping(this.handle);\n }\n /**\n * Is the velocity of this rigid-body not zero?\n */\n isMoving() {\n return this.rawSet.rbIsMoving(this.handle);\n }\n /**\n * Is this rigid-body static?\n */\n isFixed() {\n return this.rawSet.rbIsFixed(this.handle);\n }\n /**\n * Is this rigid-body kinematic?\n */\n isKinematic() {\n return this.rawSet.rbIsKinematic(this.handle);\n }\n /**\n * Is this rigid-body dynamic?\n */\n isDynamic() {\n return this.rawSet.rbIsDynamic(this.handle);\n }\n /**\n * The linear damping coefficient of this rigid-body.\n */\n linearDamping() {\n return this.rawSet.rbLinearDamping(this.handle);\n }\n /**\n * The angular damping coefficient of this rigid-body.\n */\n angularDamping() {\n return this.rawSet.rbAngularDamping(this.handle);\n }\n /**\n * Sets the linear damping factor applied to this rigid-body.\n *\n * @param factor - The damping factor to set.\n */\n setLinearDamping(factor) {\n this.rawSet.rbSetLinearDamping(this.handle, factor);\n }\n /**\n * Recompute the mass-properties of this rigid-bodies based on its currently attached colliders.\n */\n recomputeMassPropertiesFromColliders() {\n this.rawSet.rbRecomputeMassPropertiesFromColliders(this.handle, this.colliderSet.raw);\n }\n /**\n * Sets the rigid-body's additional mass.\n *\n * The total angular inertia of the rigid-body will be scaled automatically based on this additional mass. If this\n * scaling effect isn’t desired, use Self::additional_mass_properties instead of this method.\n *\n * This is only the \"additional\" mass because the total mass of the rigid-body is equal to the sum of this\n * additional mass and the mass computed from the colliders (with non-zero densities) attached to this rigid-body.\n *\n * That total mass (which includes the attached colliders’ contributions) will be updated at the name physics step,\n * or can be updated manually with `this.recomputeMassPropertiesFromColliders`.\n *\n * This will override any previous additional mass-properties set by `this.setAdditionalMass`,\n * `this.setAdditionalMassProperties`, `RigidBodyDesc::setAdditionalMass`, or\n * `RigidBodyDesc.setAdditionalMassfProperties` for this rigid-body.\n *\n * @param mass - The additional mass to set.\n * @param wakeUp - If `true` then the rigid-body will be woken up if it was put to sleep because it did not move for a while.\n */\n setAdditionalMass(mass, wakeUp) {\n this.rawSet.rbSetAdditionalMass(this.handle, mass, wakeUp);\n }\n // #if DIM3\n /**\n * Sets the rigid-body's additional mass-properties.\n *\n * This is only the \"additional\" mass-properties because the total mass-properties of the rigid-body is equal to the\n * sum of this additional mass-properties and the mass computed from the colliders (with non-zero densities) attached\n * to this rigid-body.\n *\n * That total mass-properties (which include the attached colliders’ contributions) will be updated at the name\n * physics step, or can be updated manually with `this.recomputeMassPropertiesFromColliders`.\n *\n * This will override any previous mass-properties set by `this.setAdditionalMass`,\n * `this.setAdditionalMassProperties`, `RigidBodyDesc.setAdditionalMass`, or `RigidBodyDesc.setAdditionalMassProperties`\n * for this rigid-body.\n *\n * If `wake_up` is true then the rigid-body will be woken up if it was put to sleep because it did not move for a while.\n */\n setAdditionalMassProperties(mass, centerOfMass, principalAngularInertia, angularInertiaLocalFrame, wakeUp) {\n let rawCom = VectorOps.intoRaw(centerOfMass);\n let rawPrincipalInertia = VectorOps.intoRaw(principalAngularInertia);\n let rawInertiaFrame = RotationOps.intoRaw(angularInertiaLocalFrame);\n this.rawSet.rbSetAdditionalMassProperties(this.handle, mass, rawCom, rawPrincipalInertia, rawInertiaFrame, wakeUp);\n rawCom.free();\n rawPrincipalInertia.free();\n rawInertiaFrame.free();\n }\n // #endif\n /**\n * Sets the linear damping factor applied to this rigid-body.\n *\n * @param factor - The damping factor to set.\n */\n setAngularDamping(factor) {\n this.rawSet.rbSetAngularDamping(this.handle, factor);\n }\n /**\n * Resets to zero the user forces (but not torques) applied to this rigid-body.\n *\n * @param wakeUp - should the rigid-body be automatically woken-up?\n */\n resetForces(wakeUp) {\n this.rawSet.rbResetForces(this.handle, wakeUp);\n }\n /**\n * Resets to zero the user torques applied to this rigid-body.\n *\n * @param wakeUp - should the rigid-body be automatically woken-up?\n */\n resetTorques(wakeUp) {\n this.rawSet.rbResetTorques(this.handle, wakeUp);\n }\n /**\n * Adds a force at the center-of-mass of this rigid-body.\n *\n * @param force - the world-space force to add to the rigid-body.\n * @param wakeUp - should the rigid-body be automatically woken-up?\n */\n addForce(force, wakeUp) {\n const rawForce = VectorOps.intoRaw(force);\n this.rawSet.rbAddForce(this.handle, rawForce, wakeUp);\n rawForce.free();\n }\n /**\n * Applies an impulse at the center-of-mass of this rigid-body.\n *\n * @param impulse - the world-space impulse to apply on the rigid-body.\n * @param wakeUp - should the rigid-body be automatically woken-up?\n */\n applyImpulse(impulse, wakeUp) {\n const rawImpulse = VectorOps.intoRaw(impulse);\n this.rawSet.rbApplyImpulse(this.handle, rawImpulse, wakeUp);\n rawImpulse.free();\n }\n // #if DIM3\n /**\n * Adds a torque at the center-of-mass of this rigid-body.\n *\n * @param torque - the world-space torque to add to the rigid-body.\n * @param wakeUp - should the rigid-body be automatically woken-up?\n */\n addTorque(torque, wakeUp) {\n const rawTorque = VectorOps.intoRaw(torque);\n this.rawSet.rbAddTorque(this.handle, rawTorque, wakeUp);\n rawTorque.free();\n }\n // #endif\n // #if DIM3\n /**\n * Applies an impulsive torque at the center-of-mass of this rigid-body.\n *\n * @param torqueImpulse - the world-space torque impulse to apply on the rigid-body.\n * @param wakeUp - should the rigid-body be automatically woken-up?\n */\n applyTorqueImpulse(torqueImpulse, wakeUp) {\n const rawTorqueImpulse = VectorOps.intoRaw(torqueImpulse);\n this.rawSet.rbApplyTorqueImpulse(this.handle, rawTorqueImpulse, wakeUp);\n rawTorqueImpulse.free();\n }\n // #endif\n /**\n * Adds a force at the given world-space point of this rigid-body.\n *\n * @param force - the world-space force to add to the rigid-body.\n * @param point - the world-space point where the impulse is to be applied on the rigid-body.\n * @param wakeUp - should the rigid-body be automatically woken-up?\n */\n addForceAtPoint(force, point, wakeUp) {\n const rawForce = VectorOps.intoRaw(force);\n const rawPoint = VectorOps.intoRaw(point);\n this.rawSet.rbAddForceAtPoint(this.handle, rawForce, rawPoint, wakeUp);\n rawForce.free();\n rawPoint.free();\n }\n /**\n * Applies an impulse at the given world-space point of this rigid-body.\n *\n * @param impulse - the world-space impulse to apply on the rigid-body.\n * @param point - the world-space point where the impulse is to be applied on the rigid-body.\n * @param wakeUp - should the rigid-body be automatically woken-up?\n */\n applyImpulseAtPoint(impulse, point, wakeUp) {\n const rawImpulse = VectorOps.intoRaw(impulse);\n const rawPoint = VectorOps.intoRaw(point);\n this.rawSet.rbApplyImpulseAtPoint(this.handle, rawImpulse, rawPoint, wakeUp);\n rawImpulse.free();\n rawPoint.free();\n }\n /**\n * Retrieves the constant force(s) the user added to this rigid-body\n * Returns zero if the rigid-body is not dynamic.\n */\n userForce() {\n return VectorOps.fromRaw(this.rawSet.rbUserForce(this.handle));\n }\n // #if DIM3\n /**\n * Retrieves the constant torque(s) the user added to this rigid-body\n * Returns zero if the rigid-body is not dynamic.\n */\n userTorque() {\n return VectorOps.fromRaw(this.rawSet.rbUserTorque(this.handle));\n }\n}\nexport class RigidBodyDesc {\n constructor(status) {\n this.enabled = true;\n this.status = status;\n this.translation = VectorOps.zeros();\n this.rotation = RotationOps.identity();\n this.gravityScale = 1.0;\n this.linvel = VectorOps.zeros();\n this.mass = 0.0;\n this.massOnly = false;\n this.centerOfMass = VectorOps.zeros();\n this.translationsEnabledX = true;\n this.translationsEnabledY = true;\n // #if DIM3\n this.angvel = VectorOps.zeros();\n this.principalAngularInertia = VectorOps.zeros();\n this.angularInertiaLocalFrame = RotationOps.identity();\n this.translationsEnabledZ = true;\n this.rotationsEnabledX = true;\n this.rotationsEnabledY = true;\n this.rotationsEnabledZ = true;\n // #endif\n this.linearDamping = 0.0;\n this.angularDamping = 0.0;\n this.canSleep = true;\n this.sleeping = false;\n this.ccdEnabled = false;\n this.softCcdPrediction = 0.0;\n this.dominanceGroup = 0;\n this.additionalSolverIterations = 0;\n }\n /**\n * A rigid-body descriptor used to build a dynamic rigid-body.\n */\n static dynamic() {\n return new RigidBodyDesc(RigidBodyType.Dynamic);\n }\n /**\n * A rigid-body descriptor used to build a position-based kinematic rigid-body.\n */\n static kinematicPositionBased() {\n return new RigidBodyDesc(RigidBodyType.KinematicPositionBased);\n }\n /**\n * A rigid-body descriptor used to build a velocity-based kinematic rigid-body.\n */\n static kinematicVelocityBased() {\n return new RigidBodyDesc(RigidBodyType.KinematicVelocityBased);\n }\n /**\n * A rigid-body descriptor used to build a fixed rigid-body.\n */\n static fixed() {\n return new RigidBodyDesc(RigidBodyType.Fixed);\n }\n /**\n * A rigid-body descriptor used to build a dynamic rigid-body.\n *\n * @deprecated The method has been renamed to `.dynamic()`.\n */\n static newDynamic() {\n return new RigidBodyDesc(RigidBodyType.Dynamic);\n }\n /**\n * A rigid-body descriptor used to build a position-based kinematic rigid-body.\n *\n * @deprecated The method has been renamed to `.kinematicPositionBased()`.\n */\n static newKinematicPositionBased() {\n return new RigidBodyDesc(RigidBodyType.KinematicPositionBased);\n }\n /**\n * A rigid-body descriptor used to build a velocity-based kinematic rigid-body.\n *\n * @deprecated The method has been renamed to `.kinematicVelocityBased()`.\n */\n static newKinematicVelocityBased() {\n return new RigidBodyDesc(RigidBodyType.KinematicVelocityBased);\n }\n /**\n * A rigid-body descriptor used to build a fixed rigid-body.\n *\n * @deprecated The method has been renamed to `.fixed()`.\n */\n static newStatic() {\n return new RigidBodyDesc(RigidBodyType.Fixed);\n }\n setDominanceGroup(group) {\n this.dominanceGroup = group;\n return this;\n }\n /**\n * Sets the number of additional solver iterations that will be run for this\n * rigid-body and everything that interacts with it directly or indirectly\n * through contacts or joints.\n *\n * Compared to increasing the global `World.numSolverIteration`, setting this\n * value lets you increase accuracy on only a subset of the scene, resulting in reduced\n * performance loss.\n *\n * @param iters - The new number of additional solver iterations (default: 0).\n */\n setAdditionalSolverIterations(iters) {\n this.additionalSolverIterations = iters;\n return this;\n }\n /**\n * Sets whether the created rigid-body will be enabled or disabled.\n * @param enabled − If set to `false` the rigid-body will be disabled at creation.\n */\n setEnabled(enabled) {\n this.enabled = enabled;\n return this;\n }\n // #if DIM3\n /**\n * Sets the initial translation of the rigid-body to create.\n *\n * @param tra - The translation to set.\n */\n setTranslation(x, y, z) {\n if (typeof x != \"number\" ||\n typeof y != \"number\" ||\n typeof z != \"number\")\n throw TypeError(\"The translation components must be numbers.\");\n this.translation = { x: x, y: y, z: z };\n return this;\n }\n // #endif\n /**\n * Sets the initial rotation of the rigid-body to create.\n *\n * @param rot - The rotation to set.\n */\n setRotation(rot) {\n // #if DIM3\n RotationOps.copy(this.rotation, rot);\n // #endif\n return this;\n }\n /**\n * Sets the scale factor applied to the gravity affecting\n * the rigid-body being built.\n *\n * @param scale - The scale factor. Set this to `0.0` if the rigid-body\n * needs to ignore gravity.\n */\n setGravityScale(scale) {\n this.gravityScale = scale;\n return this;\n }\n /**\n * Sets the initial mass of the rigid-body being built, before adding colliders' contributions.\n *\n * @param mass − The initial mass of the rigid-body to create.\n */\n setAdditionalMass(mass) {\n this.mass = mass;\n this.massOnly = true;\n return this;\n }\n // #if DIM3\n /**\n * Sets the initial linear velocity of the rigid-body to create.\n *\n * @param x - The linear velocity to set along the `x` axis.\n * @param y - The linear velocity to set along the `y` axis.\n * @param z - The linear velocity to set along the `z` axis.\n */\n setLinvel(x, y, z) {\n if (typeof x != \"number\" ||\n typeof y != \"number\" ||\n typeof z != \"number\")\n throw TypeError(\"The linvel components must be numbers.\");\n this.linvel = { x: x, y: y, z: z };\n return this;\n }\n /**\n * Sets the initial angular velocity of the rigid-body to create.\n *\n * @param vel - The angular velocity to set.\n */\n setAngvel(vel) {\n VectorOps.copy(this.angvel, vel);\n return this;\n }\n /**\n * Sets the mass properties of the rigid-body being built.\n *\n * Note that the final mass properties of the rigid-bodies depends\n * on the initial mass-properties of the rigid-body (set by this method)\n * to which is added the contributions of all the colliders with non-zero density\n * attached to this rigid-body.\n *\n * Therefore, if you want your provided mass properties to be the final\n * mass properties of your rigid-body, don't attach colliders to it, or\n * only attach colliders with densities equal to zero.\n *\n * @param mass − The initial mass of the rigid-body to create.\n * @param centerOfMass − The initial center-of-mass of the rigid-body to create.\n * @param principalAngularInertia − The initial principal angular inertia of the rigid-body to create.\n * These are the eigenvalues of the angular inertia matrix.\n * @param angularInertiaLocalFrame − The initial local angular inertia frame of the rigid-body to create.\n * These are the eigenvectors of the angular inertia matrix.\n */\n setAdditionalMassProperties(mass, centerOfMass, principalAngularInertia, angularInertiaLocalFrame) {\n this.mass = mass;\n VectorOps.copy(this.centerOfMass, centerOfMass);\n VectorOps.copy(this.principalAngularInertia, principalAngularInertia);\n RotationOps.copy(this.angularInertiaLocalFrame, angularInertiaLocalFrame);\n this.massOnly = false;\n return this;\n }\n /**\n * Allow translation of this rigid-body only along specific axes.\n * @param translationsEnabledX - Are translations along the X axis enabled?\n * @param translationsEnabledY - Are translations along the y axis enabled?\n * @param translationsEnabledZ - Are translations along the Z axis enabled?\n */\n enabledTranslations(translationsEnabledX, translationsEnabledY, translationsEnabledZ) {\n this.translationsEnabledX = translationsEnabledX;\n this.translationsEnabledY = translationsEnabledY;\n this.translationsEnabledZ = translationsEnabledZ;\n return this;\n }\n /**\n * Allow translation of this rigid-body only along specific axes.\n * @param translationsEnabledX - Are translations along the X axis enabled?\n * @param translationsEnabledY - Are translations along the y axis enabled?\n * @param translationsEnabledZ - Are translations along the Z axis enabled?\n * @deprecated use `this.enabledTranslations` with the same arguments instead.\n */\n restrictTranslations(translationsEnabledX, translationsEnabledY, translationsEnabledZ) {\n return this.enabledTranslations(translationsEnabledX, translationsEnabledY, translationsEnabledZ);\n }\n /**\n * Locks all translations that would have resulted from forces on\n * the created rigid-body.\n */\n lockTranslations() {\n return this.enabledTranslations(false, false, false);\n }\n /**\n * Allow rotation of this rigid-body only along specific axes.\n * @param rotationsEnabledX - Are rotations along the X axis enabled?\n * @param rotationsEnabledY - Are rotations along the y axis enabled?\n * @param rotationsEnabledZ - Are rotations along the Z axis enabled?\n */\n enabledRotations(rotationsEnabledX, rotationsEnabledY, rotationsEnabledZ) {\n this.rotationsEnabledX = rotationsEnabledX;\n this.rotationsEnabledY = rotationsEnabledY;\n this.rotationsEnabledZ = rotationsEnabledZ;\n return this;\n }\n /**\n * Allow rotation of this rigid-body only along specific axes.\n * @param rotationsEnabledX - Are rotations along the X axis enabled?\n * @param rotationsEnabledY - Are rotations along the y axis enabled?\n * @param rotationsEnabledZ - Are rotations along the Z axis enabled?\n * @deprecated use `this.enabledRotations` with the same arguments instead.\n */\n restrictRotations(rotationsEnabledX, rotationsEnabledY, rotationsEnabledZ) {\n return this.enabledRotations(rotationsEnabledX, rotationsEnabledY, rotationsEnabledZ);\n }\n /**\n * Locks all rotations that would have resulted from forces on\n * the created rigid-body.\n */\n lockRotations() {\n return this.restrictRotations(false, false, false);\n }\n // #endif\n /**\n * Sets the linear damping of the rigid-body to create.\n *\n * This will progressively slowdown the translational movement of the rigid-body.\n *\n * @param damping - The angular damping coefficient. Should be >= 0. The higher this\n * value is, the stronger the translational slowdown will be.\n */\n setLinearDamping(damping) {\n this.linearDamping = damping;\n return this;\n }\n /**\n * Sets the angular damping of the rigid-body to create.\n *\n * This will progressively slowdown the rotational movement of the rigid-body.\n *\n * @param damping - The angular damping coefficient. Should be >= 0. The higher this\n * value is, the stronger the rotational slowdown will be.\n */\n setAngularDamping(damping) {\n this.angularDamping = damping;\n return this;\n }\n /**\n * Sets whether or not the rigid-body to create can sleep.\n *\n * @param can - true if the rigid-body can sleep, false if it can't.\n */\n setCanSleep(can) {\n this.canSleep = can;\n return this;\n }\n /**\n * Sets whether or not the rigid-body is to be created asleep.\n *\n * @param can - true if the rigid-body should be in sleep, default false.\n */\n setSleeping(sleeping) {\n this.sleeping = sleeping;\n return this;\n }\n /**\n * Sets whether Continuous Collision Detection (CCD) is enabled for this rigid-body.\n *\n * @param enabled - true if the rigid-body has CCD enabled.\n */\n setCcdEnabled(enabled) {\n this.ccdEnabled = enabled;\n return this;\n }\n /**\n * Sets the maximum prediction distance Soft Continuous Collision-Detection.\n *\n * When set to 0, soft-CCD is disabled. Soft-CCD helps prevent tunneling especially of\n * slow-but-thin to moderately fast objects. The soft CCD prediction distance indicates how\n * far in the object’s path the CCD algorithm is allowed to inspect. Large values can impact\n * performance badly by increasing the work needed from the broad-phase.\n *\n * It is a generally cheaper variant of regular CCD (that can be enabled with\n * `RigidBodyDesc::setCcdEnabled` since it relies on predictive constraints instead of\n * shape-cast and substeps.\n */\n setSoftCcdPrediction(distance) {\n this.softCcdPrediction = distance;\n return this;\n }\n /**\n * Sets the user-defined object of this rigid-body.\n *\n * @param userData - The user-defined object to set.\n */\n setUserData(data) {\n this.userData = data;\n return this;\n }\n}\n//# 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import"../rapier_wasm3d.js";import{Coarena}from"../coarena.js";import{VectorOps,RotationOps}from"../math.js";import{RigidBody}from"./rigid_body.js";import{RawRigidBodySet}from"../rapier_wasm3d_bg.js";class RigidBodySet{free(){this.raw&&this.raw.free(),this.raw=void 0,this.map&&this.map.clear(),this.map=void 0}constructor(raw){this.raw=raw||new RawRigidBodySet,this.map=new Coarena,raw&&raw.forEachRigidBodyHandle(handle=>{this.map.set(handle,new RigidBody(raw,null,handle))})}finalizeDeserialization(colliderSet){this.map.forEach(rb=>rb.finalizeDeserialization(colliderSet))}createRigidBody(colliderSet,desc){let rawTra=VectorOps.intoRaw(desc.translation),rawRot=RotationOps.intoRaw(desc.rotation),rawLv=VectorOps.intoRaw(desc.linvel),rawCom=VectorOps.intoRaw(desc.centerOfMass),rawAv=VectorOps.intoRaw(desc.angvel),rawPrincipalInertia=VectorOps.intoRaw(desc.principalAngularInertia),rawInertiaFrame=RotationOps.intoRaw(desc.angularInertiaLocalFrame),handle=this.raw.createRigidBody(desc.enabled,rawTra,rawRot,desc.gravityScale,desc.mass,desc.massOnly,rawCom,rawLv,rawAv,rawPrincipalInertia,rawInertiaFrame,desc.translationsEnabledX,desc.translationsEnabledY,desc.translationsEnabledZ,desc.rotationsEnabledX,desc.rotationsEnabledY,desc.rotationsEnabledZ,desc.linearDamping,desc.angularDamping,desc.status,desc.canSleep,desc.sleeping,desc.softCcdPrediction,desc.ccdEnabled,desc.dominanceGroup,desc.additionalSolverIterations);rawTra.free(),rawRot.free(),rawLv.free(),rawCom.free(),rawAv.free(),rawPrincipalInertia.free(),rawInertiaFrame.free();const body=new RigidBody(this.raw,colliderSet,handle);return body.userData=desc.userData,this.map.set(handle,body),body}remove(handle,islands,colliders,impulseJoints,multibodyJoints){for(let i=0;i<this.raw.rbNumColliders(handle);i+=1)colliders.unmap(this.raw.rbCollider(handle,i));impulseJoints.forEachJointHandleAttachedToRigidBody(handle,handle=>impulseJoints.unmap(handle)),multibodyJoints.forEachJointHandleAttachedToRigidBody(handle,handle=>multibodyJoints.unmap(handle)),this.raw.remove(handle,islands.raw,colliders.raw,impulseJoints.raw,multibodyJoints.raw),this.map.delete(handle)}len(){return this.map.len()}contains(handle){return null!=this.get(handle)}get(handle){return this.map.get(handle)}forEach(f){this.map.forEach(f)}forEachActiveRigidBody(islands,f){islands.forEachActiveRigidBodyHandle(handle=>{f(this.get(handle))})}getAll(){return this.map.getAll()}}export{RigidBodySet};
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{"version":3,"file":"rigid_body_set.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/dynamics/rigid_body_set.js"],"sourcesContent":["import { RawRigidBodySet } from \"../raw\";\nimport { Coarena } from \"../coarena\";\nimport { VectorOps, RotationOps } from \"../math\";\nimport { RigidBody, } from \"./rigid_body\";\n/**\n * A set of rigid bodies that can be handled by a physics pipeline.\n *\n * To avoid leaking WASM resources, this MUST be freed manually with `rigidBodySet.free()`\n * once you are done using it (and all the rigid-bodies it created).\n */\nexport class RigidBodySet {\n /**\n * Release the WASM memory occupied by this rigid-body set.\n */\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n if (!!this.map) {\n this.map.clear();\n }\n this.map = undefined;\n }\n constructor(raw) {\n this.raw = raw || new RawRigidBodySet();\n this.map = new Coarena();\n // deserialize\n if (raw) {\n raw.forEachRigidBodyHandle((handle) => {\n this.map.set(handle, new RigidBody(raw, null, handle));\n });\n }\n }\n /**\n * Internal method, do not call this explicitly.\n */\n finalizeDeserialization(colliderSet) {\n this.map.forEach((rb) => rb.finalizeDeserialization(colliderSet));\n }\n /**\n * Creates a new rigid-body and return its integer handle.\n *\n * @param desc - The description of the rigid-body to create.\n */\n createRigidBody(colliderSet, desc) {\n let rawTra = VectorOps.intoRaw(desc.translation);\n let rawRot = RotationOps.intoRaw(desc.rotation);\n let rawLv = VectorOps.intoRaw(desc.linvel);\n let rawCom = VectorOps.intoRaw(desc.centerOfMass);\n // #if DIM3\n let rawAv = VectorOps.intoRaw(desc.angvel);\n let rawPrincipalInertia = VectorOps.intoRaw(desc.principalAngularInertia);\n let rawInertiaFrame = RotationOps.intoRaw(desc.angularInertiaLocalFrame);\n // #endif\n let handle = this.raw.createRigidBody(desc.enabled, rawTra, rawRot, desc.gravityScale, desc.mass, desc.massOnly, rawCom, rawLv, \n // #if DIM3\n rawAv, rawPrincipalInertia, rawInertiaFrame, desc.translationsEnabledX, desc.translationsEnabledY, desc.translationsEnabledZ, desc.rotationsEnabledX, desc.rotationsEnabledY, desc.rotationsEnabledZ, \n // #endif\n desc.linearDamping, desc.angularDamping, desc.status, desc.canSleep, desc.sleeping, desc.softCcdPrediction, desc.ccdEnabled, desc.dominanceGroup, desc.additionalSolverIterations);\n rawTra.free();\n rawRot.free();\n rawLv.free();\n rawCom.free();\n // #if DIM3\n rawAv.free();\n rawPrincipalInertia.free();\n rawInertiaFrame.free();\n // #endif\n const body = new RigidBody(this.raw, colliderSet, handle);\n body.userData = desc.userData;\n this.map.set(handle, body);\n return body;\n }\n /**\n * Removes a rigid-body from this set.\n *\n * This will also remove all the colliders and joints attached to the rigid-body.\n *\n * @param handle - The integer handle of the rigid-body to remove.\n * @param colliders - The set of colliders that may contain colliders attached to the removed rigid-body.\n * @param impulseJoints - The set of impulse joints that may contain joints attached to the removed rigid-body.\n * @param multibodyJoints - The set of multibody joints that may contain joints attached to the removed rigid-body.\n */\n remove(handle, islands, colliders, impulseJoints, multibodyJoints) {\n // Unmap the entities that will be removed automatically because of the rigid-body removals.\n for (let i = 0; i < this.raw.rbNumColliders(handle); i += 1) {\n colliders.unmap(this.raw.rbCollider(handle, i));\n }\n impulseJoints.forEachJointHandleAttachedToRigidBody(handle, (handle) => impulseJoints.unmap(handle));\n multibodyJoints.forEachJointHandleAttachedToRigidBody(handle, (handle) => multibodyJoints.unmap(handle));\n // Remove the rigid-body.\n this.raw.remove(handle, islands.raw, colliders.raw, impulseJoints.raw, multibodyJoints.raw);\n this.map.delete(handle);\n }\n /**\n * The number of rigid-bodies on this set.\n */\n len() {\n return this.map.len();\n }\n /**\n * Does this set contain a rigid-body with the given handle?\n *\n * @param handle - The rigid-body handle to check.\n */\n contains(handle) {\n return this.get(handle) != null;\n }\n /**\n * Gets the rigid-body with the given handle.\n *\n * @param handle - The handle of the rigid-body to retrieve.\n */\n get(handle) {\n return this.map.get(handle);\n }\n /**\n * Applies the given closure to each rigid-body contained by this set.\n *\n * @param f - The closure to apply.\n */\n forEach(f) {\n this.map.forEach(f);\n }\n /**\n * Applies the given closure to each active rigid-bodies contained by this set.\n *\n * A rigid-body is active if it is not sleeping, i.e., if it moved recently.\n *\n * @param f - The closure to apply.\n */\n forEachActiveRigidBody(islands, f) {\n islands.forEachActiveRigidBodyHandle((handle) => {\n f(this.get(handle));\n });\n }\n /**\n * Gets all rigid-bodies in the list.\n *\n * @returns rigid-bodies list.\n */\n getAll() {\n return this.map.getAll();\n }\n}\n//# sourceMappingURL=rigid_body_set.js.map"],"names":["RigidBodySet","free","this","raw","undefined","map","clear","constructor","RawRigidBodySet","Coarena","forEachRigidBodyHandle","handle","set","RigidBody","finalizeDeserialization","colliderSet","forEach","rb","createRigidBody","desc","rawTra","VectorOps","intoRaw","translation","rawRot","RotationOps","rotation","rawLv","linvel","rawCom","centerOfMass","rawAv","angvel","rawPrincipalInertia","principalAngularInertia","rawInertiaFrame","angularInertiaLocalFrame","enabled","gravityScale","mass","massOnly","translationsEnabledX","translationsEnabledY","translationsEnabledZ","rotationsEnabledX","rotationsEnabledY","rotationsEnabledZ","linearDamping","angularDamping","status","canSleep","sleeping","softCcdPrediction","ccdEnabled","dominanceGroup","additionalSolverIterations","body","userData","remove","islands","colliders","impulseJoints","multibodyJoints","i","rbNumColliders","unmap","rbCollider","forEachJointHandleAttachedToRigidBody","delete","len","contains","get","f","forEachActiveRigidBody","forEachActiveRigidBodyHandle","getAll"],"mappings":"wMAUO,MAAMA,aAIT,IAAAC,GACUC,KAAKC,KACPD,KAAKC,IAAIF,OAEbC,KAAKC,SAAMC,EACLF,KAAKG,KACPH,KAAKG,IAAIC,QAEbJ,KAAKG,SAAMD,CACf,CACA,WAAAG,CAAYJ,KACRD,KAAKC,IAAMA,KAAO,IAAIK,gBACtBN,KAAKG,IAAM,IAAII,QAEXN,KACAA,IAAIO,uBAAwBC,SACxBT,KAAKG,IAAIO,IAAID,OAAQ,IAAIE,UAAUV,IAAK,KAAMQ,UAG1D,CAIA,uBAAAG,CAAwBC,aACpBb,KAAKG,IAAIW,QAASC,IAAOA,GAAGH,wBAAwBC,aACxD,CAMA,eAAAG,CAAgBH,YAAaI,MACzB,IAAIC,OAASC,UAAUC,QAAQH,KAAKI,aAChCC,OAASC,YAAYH,QAAQH,KAAKO,UAClCC,MAAQN,UAAUC,QAAQH,KAAKS,QAC/BC,OAASR,UAAUC,QAAQH,KAAKW,cAEhCC,MAAQV,UAAUC,QAAQH,KAAKa,QAC/BC,oBAAsBZ,UAAUC,QAAQH,KAAKe,yBAC7CC,gBAAkBV,YAAYH,QAAQH,KAAKiB,0BAE3CzB,OAAST,KAAKC,IAAIe,gBAAgBC,KAAKkB,QAASjB,OAAQI,OAAQL,KAAKmB,aAAcnB,KAAKoB,KAAMpB,KAAKqB,SAAUX,OAAQF,MAEzHI,MAAOE,oBAAqBE,gBAAiBhB,KAAKsB,qBAAsBtB,KAAKuB,qBAAsBvB,KAAKwB,qBAAsBxB,KAAKyB,kBAAmBzB,KAAK0B,kBAAmB1B,KAAK2B,kBAEnL3B,KAAK4B,cAAe5B,KAAK6B,eAAgB7B,KAAK8B,OAAQ9B,KAAK+B,SAAU/B,KAAKgC,SAAUhC,KAAKiC,kBAAmBjC,KAAKkC,WAAYlC,KAAKmC,eAAgBnC,KAAKoC,4BACvJnC,OAAOnB,OACPuB,OAAOvB,OACP0B,MAAM1B,OACN4B,OAAO5B,OAEP8B,MAAM9B,OACNgC,oBAAoBhC,OACpBkC,gBAAgBlC,OAEhB,MAAMuD,KAAO,IAAI3C,UAAUX,KAAKC,IAAKY,YAAaJ,QAGlD,OAFA6C,KAAKC,SAAWtC,KAAKsC,SACrBvD,KAAKG,IAAIO,IAAID,OAAQ6C,MACdA,IACX,CAWA,MAAAE,CAAO/C,OAAQgD,QAASC,UAAWC,cAAeC,iBAE9C,IAAK,IAAIC,EAAI,EAAGA,EAAI7D,KAAKC,IAAI6D,eAAerD,QAASoD,GAAK,EACtDH,UAAUK,MAAM/D,KAAKC,IAAI+D,WAAWvD,OAAQoD,IAEhDF,cAAcM,sCAAsCxD,OAASA,QAAWkD,cAAcI,MAAMtD,SAC5FmD,gBAAgBK,sCAAsCxD,OAASA,QAAWmD,gBAAgBG,MAAMtD,SAEhGT,KAAKC,IAAIuD,OAAO/C,OAAQgD,QAAQxD,IAAKyD,UAAUzD,IAAK0D,cAAc1D,IAAK2D,gBAAgB3D,KACvFD,KAAKG,IAAI+D,OAAOzD,OACpB,CAIA,GAAA0D,GACI,OAAOnE,KAAKG,IAAIgE,KACpB,CAMA,QAAAC,CAAS3D,QACL,OAA2B,MAApBT,KAAKqE,IAAI5D,OACpB,CAMA,GAAA4D,CAAI5D,QACA,OAAOT,KAAKG,IAAIkE,IAAI5D,OACxB,CAMA,OAAAK,CAAQwD,GACJtE,KAAKG,IAAIW,QAAQwD,EACrB,CAQA,sBAAAC,CAAuBd,QAASa,GAC5Bb,QAAQe,6BAA8B/D,SAClC6D,EAAEtE,KAAKqE,IAAI5D,UAEnB,CAMA,MAAAgE,GACI,OAAOzE,KAAKG,IAAIsE,QACpB","x_google_ignoreList":[0]}
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import"../rapier_wasm3d.js";import{RayColliderHit,RayColliderIntersection}from"./ray.js";import{VectorOps,RotationOps}from"../math.js";import{PointColliderProjection}from"./point.js";import{ColliderShapeCastHit}from"./toi.js";import{RawBroadPhase}from"../rapier_wasm3d_bg.js";class BroadPhase{free(){this.raw&&this.raw.free(),this.raw=void 0}constructor(raw){this.raw=raw||new RawBroadPhase}castRay(narrowPhase,bodies,colliders,ray,maxToi,solid,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate){let rawOrig=VectorOps.intoRaw(ray.origin),rawDir=VectorOps.intoRaw(ray.dir),result=RayColliderHit.fromRaw(colliders,this.raw.castRay(narrowPhase.raw,bodies.raw,colliders.raw,rawOrig,rawDir,maxToi,solid,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate));return rawOrig.free(),rawDir.free(),result}castRayAndGetNormal(narrowPhase,bodies,colliders,ray,maxToi,solid,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate){let rawOrig=VectorOps.intoRaw(ray.origin),rawDir=VectorOps.intoRaw(ray.dir),result=RayColliderIntersection.fromRaw(colliders,this.raw.castRayAndGetNormal(narrowPhase.raw,bodies.raw,colliders.raw,rawOrig,rawDir,maxToi,solid,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate));return rawOrig.free(),rawDir.free(),result}intersectionsWithRay(narrowPhase,bodies,colliders,ray,maxToi,solid,callback,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate){let rawOrig=VectorOps.intoRaw(ray.origin),rawDir=VectorOps.intoRaw(ray.dir);this.raw.intersectionsWithRay(narrowPhase.raw,bodies.raw,colliders.raw,rawOrig,rawDir,maxToi,solid,rawInter=>callback(RayColliderIntersection.fromRaw(colliders,rawInter)),filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate),rawOrig.free(),rawDir.free()}intersectionWithShape(narrowPhase,bodies,colliders,shapePos,shapeRot,shape,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate){let rawPos=VectorOps.intoRaw(shapePos),rawRot=RotationOps.intoRaw(shapeRot),rawShape=shape.intoRaw(),result=this.raw.intersectionWithShape(narrowPhase.raw,bodies.raw,colliders.raw,rawPos,rawRot,rawShape,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate);return rawPos.free(),rawRot.free(),rawShape.free(),result}projectPoint(narrowPhase,bodies,colliders,point,solid,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate){let rawPoint=VectorOps.intoRaw(point),result=PointColliderProjection.fromRaw(colliders,this.raw.projectPoint(narrowPhase.raw,bodies.raw,colliders.raw,rawPoint,solid,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate));return rawPoint.free(),result}projectPointAndGetFeature(narrowPhase,bodies,colliders,point,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate){let rawPoint=VectorOps.intoRaw(point),result=PointColliderProjection.fromRaw(colliders,this.raw.projectPointAndGetFeature(narrowPhase.raw,bodies.raw,colliders.raw,rawPoint,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate));return rawPoint.free(),result}intersectionsWithPoint(narrowPhase,bodies,colliders,point,callback,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate){let rawPoint=VectorOps.intoRaw(point);this.raw.intersectionsWithPoint(narrowPhase.raw,bodies.raw,colliders.raw,rawPoint,callback,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate),rawPoint.free()}castShape(narrowPhase,bodies,colliders,shapePos,shapeRot,shapeVel,shape,targetDistance,maxToi,stopAtPenetration,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate){let rawPos=VectorOps.intoRaw(shapePos),rawRot=RotationOps.intoRaw(shapeRot),rawVel=VectorOps.intoRaw(shapeVel),rawShape=shape.intoRaw(),result=ColliderShapeCastHit.fromRaw(colliders,this.raw.castShape(narrowPhase.raw,bodies.raw,colliders.raw,rawPos,rawRot,rawVel,rawShape,targetDistance,maxToi,stopAtPenetration,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate));return rawPos.free(),rawRot.free(),rawVel.free(),rawShape.free(),result}intersectionsWithShape(narrowPhase,bodies,colliders,shapePos,shapeRot,shape,callback,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate){let rawPos=VectorOps.intoRaw(shapePos),rawRot=RotationOps.intoRaw(shapeRot),rawShape=shape.intoRaw();this.raw.intersectionsWithShape(narrowPhase.raw,bodies.raw,colliders.raw,rawPos,rawRot,rawShape,callback,filterFlags,filterGroups,filterExcludeCollider,filterExcludeRigidBody,filterPredicate),rawPos.free(),rawRot.free(),rawShape.free()}collidersWithAabbIntersectingAabb(narrowPhase,bodies,colliders,aabbCenter,aabbHalfExtents,callback){let rawCenter=VectorOps.intoRaw(aabbCenter),rawHalfExtents=VectorOps.intoRaw(aabbHalfExtents);this.raw.collidersWithAabbIntersectingAabb(narrowPhase.raw,bodies.raw,colliders.raw,rawCenter,rawHalfExtents,callback),rawCenter.free(),rawHalfExtents.free()}}export{BroadPhase};
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{"version":3,"file":"broad_phase.js","sources":["../../../../../../../../../../../../node_modules/@dimforge/rapier3d/geometry/broad_phase.js"],"sourcesContent":["import { RawBroadPhase } from \"../raw\";\nimport { RayColliderHit, RayColliderIntersection } from \"./ray\";\nimport { RotationOps, VectorOps } from \"../math\";\nimport { PointColliderProjection } from \"./point\";\nimport { ColliderShapeCastHit } from \"./toi\";\n/**\n * The broad-phase used for coarse collision-detection.\n *\n * To avoid leaking WASM resources, this MUST be freed manually with `broadPhase.free()`\n * once you are done using it.\n */\nexport class BroadPhase {\n /**\n * Release the WASM memory occupied by this broad-phase.\n */\n free() {\n if (!!this.raw) {\n this.raw.free();\n }\n this.raw = undefined;\n }\n constructor(raw) {\n this.raw = raw || new RawBroadPhase();\n }\n /**\n * Find the closest intersection between a ray and a set of collider.\n *\n * @param colliders - The set of colliders taking part in this pipeline.\n * @param ray - The ray to cast.\n * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively\n * limits the length of the ray to `ray.dir.norm() * maxToi`.\n * @param solid - If `false` then the ray will attempt to hit the boundary of a shape, even if its\n * origin already lies inside of a shape. In other terms, `true` implies that all shapes are plain,\n * whereas `false` implies that all shapes are hollow for this ray-cast.\n * @param groups - Used to filter the colliders that can or cannot be hit by the ray.\n * @param filter - The callback to filter out which collider will be hit.\n */\n castRay(narrowPhase, bodies, colliders, ray, maxToi, solid, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate) {\n let rawOrig = VectorOps.intoRaw(ray.origin);\n let rawDir = VectorOps.intoRaw(ray.dir);\n let result = RayColliderHit.fromRaw(colliders, this.raw.castRay(narrowPhase.raw, bodies.raw, colliders.raw, rawOrig, rawDir, maxToi, solid, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate));\n rawOrig.free();\n rawDir.free();\n return result;\n }\n /**\n * Find the closest intersection between a ray and a set of collider.\n *\n * This also computes the normal at the hit point.\n * @param colliders - The set of colliders taking part in this pipeline.\n * @param ray - The ray to cast.\n * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively\n * limits the length of the ray to `ray.dir.norm() * maxToi`.\n * @param solid - If `false` then the ray will attempt to hit the boundary of a shape, even if its\n * origin already lies inside of a shape. In other terms, `true` implies that all shapes are plain,\n * whereas `false` implies that all shapes are hollow for this ray-cast.\n * @param groups - Used to filter the colliders that can or cannot be hit by the ray.\n */\n castRayAndGetNormal(narrowPhase, bodies, colliders, ray, maxToi, solid, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate) {\n let rawOrig = VectorOps.intoRaw(ray.origin);\n let rawDir = VectorOps.intoRaw(ray.dir);\n let result = RayColliderIntersection.fromRaw(colliders, this.raw.castRayAndGetNormal(narrowPhase.raw, bodies.raw, colliders.raw, rawOrig, rawDir, maxToi, solid, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate));\n rawOrig.free();\n rawDir.free();\n return result;\n }\n /**\n * Cast a ray and collects all the intersections between a ray and the scene.\n *\n * @param colliders - The set of colliders taking part in this pipeline.\n * @param ray - The ray to cast.\n * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively\n * limits the length of the ray to `ray.dir.norm() * maxToi`.\n * @param solid - If `false` then the ray will attempt to hit the boundary of a shape, even if its\n * origin already lies inside of a shape. In other terms, `true` implies that all shapes are plain,\n * whereas `false` implies that all shapes are hollow for this ray-cast.\n * @param groups - Used to filter the colliders that can or cannot be hit by the ray.\n * @param callback - The callback called once per hit (in no particular order) between a ray and a collider.\n * If this callback returns `false`, then the cast will stop and no further hits will be detected/reported.\n */\n intersectionsWithRay(narrowPhase, bodies, colliders, ray, maxToi, solid, callback, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate) {\n let rawOrig = VectorOps.intoRaw(ray.origin);\n let rawDir = VectorOps.intoRaw(ray.dir);\n let rawCallback = (rawInter) => {\n return callback(RayColliderIntersection.fromRaw(colliders, rawInter));\n };\n this.raw.intersectionsWithRay(narrowPhase.raw, bodies.raw, colliders.raw, rawOrig, rawDir, maxToi, solid, rawCallback, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate);\n rawOrig.free();\n rawDir.free();\n }\n /**\n * Gets the handle of up to one collider intersecting the given shape.\n *\n * @param colliders - The set of colliders taking part in this pipeline.\n * @param shapePos - The position of the shape used for the intersection test.\n * @param shapeRot - The orientation of the shape used for the intersection test.\n * @param shape - The shape used for the intersection test.\n * @param groups - The bit groups and filter associated to the ray, in order to only\n * hit the colliders with collision groups compatible with the ray's group.\n */\n intersectionWithShape(narrowPhase, bodies, colliders, shapePos, shapeRot, shape, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate) {\n let rawPos = VectorOps.intoRaw(shapePos);\n let rawRot = RotationOps.intoRaw(shapeRot);\n let rawShape = shape.intoRaw();\n let result = this.raw.intersectionWithShape(narrowPhase.raw, bodies.raw, colliders.raw, rawPos, rawRot, rawShape, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate);\n rawPos.free();\n rawRot.free();\n rawShape.free();\n return result;\n }\n /**\n * Find the projection of a point on the closest collider.\n *\n * @param colliders - The set of colliders taking part in this pipeline.\n * @param point - The point to project.\n * @param solid - If this is set to `true` then the collider shapes are considered to\n * be plain (if the point is located inside of a plain shape, its projection is the point\n * itself). If it is set to `false` the collider shapes are considered to be hollow\n * (if the point is located inside of an hollow shape, it is projected on the shape's\n * boundary).\n * @param groups - The bit groups and filter associated to the point to project, in order to only\n * project on colliders with collision groups compatible with the ray's group.\n */\n projectPoint(narrowPhase, bodies, colliders, point, solid, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate) {\n let rawPoint = VectorOps.intoRaw(point);\n let result = PointColliderProjection.fromRaw(colliders, this.raw.projectPoint(narrowPhase.raw, bodies.raw, colliders.raw, rawPoint, solid, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate));\n rawPoint.free();\n return result;\n }\n /**\n * Find the projection of a point on the closest collider.\n *\n * @param colliders - The set of colliders taking part in this pipeline.\n * @param point - The point to project.\n * @param groups - The bit groups and filter associated to the point to project, in order to only\n * project on colliders with collision groups compatible with the ray's group.\n */\n projectPointAndGetFeature(narrowPhase, bodies, colliders, point, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate) {\n let rawPoint = VectorOps.intoRaw(point);\n let result = PointColliderProjection.fromRaw(colliders, this.raw.projectPointAndGetFeature(narrowPhase.raw, bodies.raw, colliders.raw, rawPoint, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate));\n rawPoint.free();\n return result;\n }\n /**\n * Find all the colliders containing the given point.\n *\n * @param colliders - The set of colliders taking part in this pipeline.\n * @param point - The point used for the containment test.\n * @param groups - The bit groups and filter associated to the point to test, in order to only\n * test on colliders with collision groups compatible with the ray's group.\n * @param callback - A function called with the handles of each collider with a shape\n * containing the `point`.\n */\n intersectionsWithPoint(narrowPhase, bodies, colliders, point, callback, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate) {\n let rawPoint = VectorOps.intoRaw(point);\n this.raw.intersectionsWithPoint(narrowPhase.raw, bodies.raw, colliders.raw, rawPoint, callback, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate);\n rawPoint.free();\n }\n /**\n * Casts a shape at a constant linear velocity and retrieve the first collider it hits.\n * This is similar to ray-casting except that we are casting a whole shape instead of\n * just a point (the ray origin).\n *\n * @param colliders - The set of colliders taking part in this pipeline.\n * @param shapePos - The initial position of the shape to cast.\n * @param shapeRot - The initial rotation of the shape to cast.\n * @param shapeVel - The constant velocity of the shape to cast (i.e. the cast direction).\n * @param shape - The shape to cast.\n * @param targetDistance − If the shape moves closer to this distance from a collider, a hit\n * will be returned.\n * @param maxToi - The maximum time-of-impact that can be reported by this cast. This effectively\n * limits the distance traveled by the shape to `shapeVel.norm() * maxToi`.\n * @param stopAtPenetration - If set to `false`, the linear shape-cast won’t immediately stop if\n * the shape is penetrating another shape at its starting point **and** its trajectory is such\n * that it’s on a path to exit that penetration state.\n * @param groups - The bit groups and filter associated to the shape to cast, in order to only\n * test on colliders with collision groups compatible with this group.\n */\n castShape(narrowPhase, bodies, colliders, shapePos, shapeRot, shapeVel, shape, targetDistance, maxToi, stopAtPenetration, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate) {\n let rawPos = VectorOps.intoRaw(shapePos);\n let rawRot = RotationOps.intoRaw(shapeRot);\n let rawVel = VectorOps.intoRaw(shapeVel);\n let rawShape = shape.intoRaw();\n let result = ColliderShapeCastHit.fromRaw(colliders, this.raw.castShape(narrowPhase.raw, bodies.raw, colliders.raw, rawPos, rawRot, rawVel, rawShape, targetDistance, maxToi, stopAtPenetration, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate));\n rawPos.free();\n rawRot.free();\n rawVel.free();\n rawShape.free();\n return result;\n }\n /**\n * Retrieve all the colliders intersecting the given shape.\n *\n * @param colliders - The set of colliders taking part in this pipeline.\n * @param shapePos - The position of the shape to test.\n * @param shapeRot - The orientation of the shape to test.\n * @param shape - The shape to test.\n * @param groups - The bit groups and filter associated to the shape to test, in order to only\n * test on colliders with collision groups compatible with this group.\n * @param callback - A function called with the handles of each collider intersecting the `shape`.\n */\n intersectionsWithShape(narrowPhase, bodies, colliders, shapePos, shapeRot, shape, callback, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate) {\n let rawPos = VectorOps.intoRaw(shapePos);\n let rawRot = RotationOps.intoRaw(shapeRot);\n let rawShape = shape.intoRaw();\n this.raw.intersectionsWithShape(narrowPhase.raw, bodies.raw, colliders.raw, rawPos, rawRot, rawShape, callback, filterFlags, filterGroups, filterExcludeCollider, filterExcludeRigidBody, filterPredicate);\n rawPos.free();\n rawRot.free();\n rawShape.free();\n }\n /**\n * Finds the handles of all the colliders with an AABB intersecting the given AABB.\n *\n * @param aabbCenter - The center of the AABB to test.\n * @param aabbHalfExtents - The half-extents of the AABB to test.\n * @param callback - The callback that will be called with the handles of all the colliders\n * currently intersecting the given AABB.\n */\n collidersWithAabbIntersectingAabb(narrowPhase, bodies, colliders, aabbCenter, aabbHalfExtents, callback) {\n let rawCenter = VectorOps.intoRaw(aabbCenter);\n let rawHalfExtents = VectorOps.intoRaw(aabbHalfExtents);\n this.raw.collidersWithAabbIntersectingAabb(narrowPhase.raw, bodies.raw, colliders.raw, rawCenter, rawHalfExtents, callback);\n rawCenter.free();\n rawHalfExtents.free();\n }\n}\n//# sourceMappingURL=broad_phase.js.map"],"names":["BroadPhase","free","this","raw","undefined","constructor","RawBroadPhase","castRay","narrowPhase","bodies","colliders","ray","maxToi","solid","filterFlags","filterGroups","filterExcludeCollider","filterExcludeRigidBody","filterPredicate","rawOrig","VectorOps","intoRaw","origin","rawDir","dir","result","RayColliderHit","fromRaw","castRayAndGetNormal","RayColliderIntersection","intersectionsWithRay","callback","rawInter","intersectionWithShape","shapePos","shapeRot","shape","rawPos","rawRot","RotationOps","rawShape","projectPoint","point","rawPoint","PointColliderProjection","projectPointAndGetFeature","intersectionsWithPoint","castShape","shapeVel","targetDistance","stopAtPenetration","rawVel","ColliderShapeCastHit","intersectionsWithShape","collidersWithAabbIntersectingAabb","aabbCenter","aabbHalfExtents","rawCenter","rawHalfExtents"],"mappings":"oRAWO,MAAMA,WAIT,IAAAC,GACUC,KAAKC,KACPD,KAAKC,IAAIF,OAEbC,KAAKC,SAAMC,CACf,CACA,WAAAC,CAAYF,KACRD,KAAKC,IAAMA,KAAO,IAAIG,aAC1B,CAcA,OAAAC,CAAQC,YAAaC,OAAQC,UAAWC,IAAKC,OAAQC,MAAOC,YAAaC,aAAcC,sBAAuBC,uBAAwBC,iBAClI,IAAIC,QAAUC,UAAUC,QAAQV,IAAIW,QAChCC,OAASH,UAAUC,QAAQV,IAAIa,KAC/BC,OAASC,eAAeC,QAAQjB,UAAWR,KAAKC,IAAII,QAAQC,YAAYL,IAAKM,OAAON,IAAKO,UAAUP,IAAKgB,QAASI,OAAQX,OAAQC,MAAOC,YAAaC,aAAcC,sBAAuBC,uBAAwBC,kBAGtN,OAFAC,QAAQlB,OACRsB,OAAOtB,OACAwB,MACX,CAcA,mBAAAG,CAAoBpB,YAAaC,OAAQC,UAAWC,IAAKC,OAAQC,MAAOC,YAAaC,aAAcC,sBAAuBC,uBAAwBC,iBAC9I,IAAIC,QAAUC,UAAUC,QAAQV,IAAIW,QAChCC,OAASH,UAAUC,QAAQV,IAAIa,KAC/BC,OAASI,wBAAwBF,QAAQjB,UAAWR,KAAKC,IAAIyB,oBAAoBpB,YAAYL,IAAKM,OAAON,IAAKO,UAAUP,IAAKgB,QAASI,OAAQX,OAAQC,MAAOC,YAAaC,aAAcC,sBAAuBC,uBAAwBC,kBAG3O,OAFAC,QAAQlB,OACRsB,OAAOtB,OACAwB,MACX,CAeA,oBAAAK,CAAqBtB,YAAaC,OAAQC,UAAWC,IAAKC,OAAQC,MAAOkB,SAAUjB,YAAaC,aAAcC,sBAAuBC,uBAAwBC,iBACzJ,IAAIC,QAAUC,UAAUC,QAAQV,IAAIW,QAChCC,OAASH,UAAUC,QAAQV,IAAIa,KAInCtB,KAAKC,IAAI2B,qBAAqBtB,YAAYL,IAAKM,OAAON,IAAKO,UAAUP,IAAKgB,QAASI,OAAQX,OAAQC,MAHhFmB,UACRD,SAASF,wBAAwBF,QAAQjB,UAAWsB,WAEwDlB,YAAaC,aAAcC,sBAAuBC,uBAAwBC,iBACjMC,QAAQlB,OACRsB,OAAOtB,MACX,CAWA,qBAAAgC,CAAsBzB,YAAaC,OAAQC,UAAWwB,SAAUC,SAAUC,MAAOtB,YAAaC,aAAcC,sBAAuBC,uBAAwBC,iBACvJ,IAAImB,OAASjB,UAAUC,QAAQa,UAC3BI,OAASC,YAAYlB,QAAQc,UAC7BK,SAAWJ,MAAMf,UACjBI,OAASvB,KAAKC,IAAI8B,sBAAsBzB,YAAYL,IAAKM,OAAON,IAAKO,UAAUP,IAAKkC,OAAQC,OAAQE,SAAU1B,YAAaC,aAAcC,sBAAuBC,uBAAwBC,iBAI5L,OAHAmB,OAAOpC,OACPqC,OAAOrC,OACPuC,SAASvC,OACFwB,MACX,CAcA,YAAAgB,CAAajC,YAAaC,OAAQC,UAAWgC,MAAO7B,MAAOC,YAAaC,aAAcC,sBAAuBC,uBAAwBC,iBACjI,IAAIyB,SAAWvB,UAAUC,QAAQqB,OAC7BjB,OAASmB,wBAAwBjB,QAAQjB,UAAWR,KAAKC,IAAIsC,aAAajC,YAAYL,IAAKM,OAAON,IAAKO,UAAUP,IAAKwC,SAAU9B,MAAOC,YAAaC,aAAcC,sBAAuBC,uBAAwBC,kBAErN,OADAyB,SAAS1C,OACFwB,MACX,CASA,yBAAAoB,CAA0BrC,YAAaC,OAAQC,UAAWgC,MAAO5B,YAAaC,aAAcC,sBAAuBC,uBAAwBC,iBACvI,IAAIyB,SAAWvB,UAAUC,QAAQqB,OAC7BjB,OAASmB,wBAAwBjB,QAAQjB,UAAWR,KAAKC,IAAI0C,0BAA0BrC,YAAYL,IAAKM,OAAON,IAAKO,UAAUP,IAAKwC,SAAU7B,YAAaC,aAAcC,sBAAuBC,uBAAwBC,kBAE3N,OADAyB,SAAS1C,OACFwB,MACX,CAWA,sBAAAqB,CAAuBtC,YAAaC,OAAQC,UAAWgC,MAAOX,SAAUjB,YAAaC,aAAcC,sBAAuBC,uBAAwBC,iBAC9I,IAAIyB,SAAWvB,UAAUC,QAAQqB,OACjCxC,KAAKC,IAAI2C,uBAAuBtC,YAAYL,IAAKM,OAAON,IAAKO,UAAUP,IAAKwC,SAAUZ,SAAUjB,YAAaC,aAAcC,sBAAuBC,uBAAwBC,iBAC1KyB,SAAS1C,MACb,CAqBA,SAAA8C,CAAUvC,YAAaC,OAAQC,UAAWwB,SAAUC,SAAUa,SAAUZ,MAAOa,eAAgBrC,OAAQsC,kBAAmBpC,YAAaC,aAAcC,sBAAuBC,uBAAwBC,iBAChM,IAAImB,OAASjB,UAAUC,QAAQa,UAC3BI,OAASC,YAAYlB,QAAQc,UAC7BgB,OAAS/B,UAAUC,QAAQ2B,UAC3BR,SAAWJ,MAAMf,UACjBI,OAAS2B,qBAAqBzB,QAAQjB,UAAWR,KAAKC,IAAI4C,UAAUvC,YAAYL,IAAKM,OAAON,IAAKO,UAAUP,IAAKkC,OAAQC,OAAQa,OAAQX,SAAUS,eAAgBrC,OAAQsC,kBAAmBpC,YAAaC,aAAcC,sBAAuBC,uBAAwBC,kBAK3Q,OAJAmB,OAAOpC,OACPqC,OAAOrC,OACPkD,OAAOlD,OACPuC,SAASvC,OACFwB,MACX,CAYA,sBAAA4B,CAAuB7C,YAAaC,OAAQC,UAAWwB,SAAUC,SAAUC,MAAOL,SAAUjB,YAAaC,aAAcC,sBAAuBC,uBAAwBC,iBAClK,IAAImB,OAASjB,UAAUC,QAAQa,UAC3BI,OAASC,YAAYlB,QAAQc,UAC7BK,SAAWJ,MAAMf,UACrBnB,KAAKC,IAAIkD,uBAAuB7C,YAAYL,IAAKM,OAAON,IAAKO,UAAUP,IAAKkC,OAAQC,OAAQE,SAAUT,SAAUjB,YAAaC,aAAcC,sBAAuBC,uBAAwBC,iBAC1LmB,OAAOpC,OACPqC,OAAOrC,OACPuC,SAASvC,MACb,CASA,iCAAAqD,CAAkC9C,YAAaC,OAAQC,UAAW6C,WAAYC,gBAAiBzB,UAC3F,IAAI0B,UAAYrC,UAAUC,QAAQkC,YAC9BG,eAAiBtC,UAAUC,QAAQmC,iBACvCtD,KAAKC,IAAImD,kCAAkC9C,YAAYL,IAAKM,OAAON,IAAKO,UAAUP,IAAKsD,UAAWC,eAAgB3B,UAClH0B,UAAUxD,OACVyD,eAAezD,MACnB","x_google_ignoreList":[0]}
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