@hology/core 0.0.117 → 0.0.119

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.
@@ -4,6 +4,7 @@ type DeltaCallback = (delta: number) => any;
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  type ToggleCallback = (active: boolean) => any;
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  type ActionIdentifier = string | number;
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  export declare class InputService {
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+ private view;
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  private inputs;
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  private deltaCallbacks;
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  private toggleCallbacks;
@@ -23,8 +24,11 @@ export declare class InputService {
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  private onKeyUp;
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  private onMouseMove;
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  private prevTouchEvent;
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+ private onTouchStart;
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  private onTouchMove;
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+ private onTouchEnd;
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  private onWheel;
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+ private debug;
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  start(): void;
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  stop(): void;
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  /**
@@ -1 +1 @@
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- {"version":3,"file":"input-service.d.ts","sourceRoot":"","sources":["../../../src/gameplay/input/input-service.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAE7D,KAAK,aAAa,GAAG,CAAC,MAAM,EAAE,OAAO,GAAC,MAAM,KAAK,IAAI,CAAA;AACrD,KAAK,aAAa,GAAG,CAAC,KAAK,EAAE,MAAM,KAAK,GAAG,CAAA;AAC3C,KAAK,cAAc,GAAG,CAAC,MAAM,EAAE,OAAO,KAAK,GAAG,CAAA;AAC9C,KAAK,gBAAgB,GAAG,MAAM,GAAG,MAAM,CAAA;AAEvC,qBACa,YAAY;IAErB,OAAO,CAAC,MAAM,CAA6C;IAC3D,OAAO,CAAC,cAAc,CAA6C;IACnE,OAAO,CAAC,eAAe,CAA8C;IACrE,OAAO,CAAC,QAAQ,CAAyC;IACzD,OAAO,CAAC,UAAU,CAAyC;IAC3D,OAAO,CAAC,cAAc,CAAyC;IAC/D,OAAO,CAAC,UAAU,CAAyC;IAE3D,OAAO,CAAC,SAAS,CAoBhB;IAED;;;;;;OAMG;IACH,OAAO,CAAC,qBAAqB,CAGrB;IAER,OAAO,CAAC,OAAO,CA0Bd;IAED,OAAO,CAAC,WAAW,CAkBlB;IAED,OAAO,CAAC,cAAc,CAA+B;IACrD,OAAO,CAAC,WAAW,CAsBlB;IAED,OAAO,CAAC,OAAO,CASd;IAGM,KAAK;IAWL,IAAI;IAUX;;OAEG;IACI,IAAI,CAAC,IAAI,EAAE,gBAAgB,EAAE,KAAK,EAAE,aAAa;IAIjD,UAAU,CAAC,IAAI,EAAE,gBAAgB,EAAE,KAAK,EAAE,cAAc;IAIxD,SAAS,CAAC,IAAI,EAAE,gBAAgB,EAAE,QAAQ,EAAE,aAAa;IAIzD,MAAM,CAAC,IAAI,EAAE,gBAAgB;IAM7B,UAAU,CAAC,IAAI,EAAE,gBAAgB,EAAE,GAAG,EAAE,OAAO;IAO/C,YAAY,CAAC,IAAI,EAAE,gBAAgB,EAAE,KAAK,EAAE,SAAS;IAIrD,gBAAgB,CAAC,IAAI,EAAE,gBAAgB,EAAE,KAAK,EAAE,SAAS;IAIzD,YAAY,CAAC,IAAI,EAAE,gBAAgB,EAAE,KAAK,EAAE,SAAS;IAIrD,aAAa,CAAC,IAAI,EAAE,gBAAgB;IAIpC,eAAe,CAAC,IAAI,EAAE,gBAAgB;IAItC,eAAe,CAAC,IAAI,EAAE,gBAAgB;CAIhD"}
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+ {"version":3,"file":"input-service.d.ts","sourceRoot":"","sources":["../../../src/gameplay/input/input-service.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,OAAO,EAAE,SAAS,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAI7D,KAAK,aAAa,GAAG,CAAC,MAAM,EAAE,OAAO,GAAC,MAAM,KAAK,IAAI,CAAA;AACrD,KAAK,aAAa,GAAG,CAAC,KAAK,EAAE,MAAM,KAAK,GAAG,CAAA;AAC3C,KAAK,cAAc,GAAG,CAAC,MAAM,EAAE,OAAO,KAAK,GAAG,CAAA;AAC9C,KAAK,gBAAgB,GAAG,MAAM,GAAG,MAAM,CAAA;AAEvC,qBACa,YAAY;IAErB,OAAO,CAAC,IAAI,CAAyB;IAErC,OAAO,CAAC,MAAM,CAA6C;IAC3D,OAAO,CAAC,cAAc,CAA6C;IACnE,OAAO,CAAC,eAAe,CAA8C;IACrE,OAAO,CAAC,QAAQ,CAAyC;IACzD,OAAO,CAAC,UAAU,CAAyC;IAC3D,OAAO,CAAC,cAAc,CAAyC;IAC/D,OAAO,CAAC,UAAU,CAAyC;IAE3D,OAAO,CAAC,SAAS,CAoBhB;IAED;;;;;;OAMG;IACH,OAAO,CAAC,qBAAqB,CAGrB;IAER,OAAO,CAAC,OAAO,CA0Bd;IAED,OAAO,CAAC,WAAW,CAkBlB;IAED,OAAO,CAAC,cAAc,CAA+B;IAErD,OAAO,CAAC,YAAY,CASnB;IAED,OAAO,CAAC,WAAW,CAwBlB;IAED,OAAO,CAAC,UAAU,CAGjB;IAED,OAAO,CAAC,OAAO,CASd;IAGD,OAAO,CAAC,KAAK,CAAgC;IACtC,KAAK;IAkBL,IAAI;IAYX;;OAEG;IACI,IAAI,CAAC,IAAI,EAAE,gBAAgB,EAAE,KAAK,EAAE,aAAa;IAIjD,UAAU,CAAC,IAAI,EAAE,gBAAgB,EAAE,KAAK,EAAE,cAAc;IAIxD,SAAS,CAAC,IAAI,EAAE,gBAAgB,EAAE,QAAQ,EAAE,aAAa;IAIzD,MAAM,CAAC,IAAI,EAAE,gBAAgB;IAM7B,UAAU,CAAC,IAAI,EAAE,gBAAgB,EAAE,GAAG,EAAE,OAAO;IAO/C,YAAY,CAAC,IAAI,EAAE,gBAAgB,EAAE,KAAK,EAAE,SAAS;IAIrD,gBAAgB,CAAC,IAAI,EAAE,gBAAgB,EAAE,KAAK,EAAE,SAAS;IAIzD,YAAY,CAAC,IAAI,EAAE,gBAAgB,EAAE,KAAK,EAAE,SAAS;IAIrD,aAAa,CAAC,IAAI,EAAE,gBAAgB;IAIpC,eAAe,CAAC,IAAI,EAAE,gBAAgB;IAItC,eAAe,CAAC,IAAI,EAAE,gBAAgB;CAIhD"}
@@ -1,4 +1,4 @@
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- import{__decorate as e}from"tslib";import{Service as t}from"typedi";let s=class{constructor(){this.inputs=new Map,this.deltaCallbacks=new Map,this.toggleCallbacks=new Map,this.keybinds=new Map,this.mousebinds=new Map,this.touchmoveBinds=new Map,this.wheelbinds=new Map,this.onKeyDown=e=>{this.keybinds.forEach(((t,s)=>{for(const i of t)if(i.test(e))if(this.inputs.has(s))this.inputs.get(s)(!0);else if(this.toggleCallbacks.has(s)){this.toggleCallbacks.get(s)(!0);this.activeToggleCallbacks.findIndex((e=>e.keybind===i&&e.toggle===this.toggleCallbacks.get(s)))<0&&this.activeToggleCallbacks.push({keybind:i,toggle:this.toggleCallbacks.get(s)})}else console.warn("No input callback for registered for key bind "+i.display())}))},this.activeToggleCallbacks=[],this.onKeyUp=e=>{this.keybinds.forEach(((t,s)=>{for(const i of t)if(i.test(e))if(this.inputs.has(s))this.inputs.get(s)(!1);else if(this.toggleCallbacks.has(s)){this.toggleCallbacks.get(s)(!1);const e=this.activeToggleCallbacks.findIndex((e=>e.keybind===i&&e.toggle===this.toggleCallbacks.get(s)));e>=0&&this.activeToggleCallbacks.splice(e,1);for(const e of this.activeToggleCallbacks)e.toggle(!0)}else console.warn("No input callback for registered for key bind "+i.display())}))},this.onMouseMove=e=>{(null!=document.pointerLockElement||null!=document.mozPointerLockElement)&&this.mousebinds.forEach(((t,s)=>{const i=this.inputs.get(s)??this.deltaCallbacks.get(s);if(null!=i)switch(t.axis){case"x":i(e.movementX*t.multiplier);break;case"y":i(e.movementY*t.multiplier)}else console.warn("No input callback for registered for mouse bind "+t.axis)}))},this.onTouchMove=e=>{const t=e.touches[0];null!=t&&(null!=this.prevTouchEvent&&t.identifier===this.prevTouchEvent.identifier?(this.touchmoveBinds.forEach(((e,s)=>{const i=this.inputs.get(s)??this.deltaCallbacks.get(s);if(null!=i)switch(e.axis){case"x":i((t.clientX-this.prevTouchEvent.clientX)*e.multiplier);break;case"y":i((t.clientY-this.prevTouchEvent.clientY)*e.multiplier)}else console.warn("No input callback for registered for mouse bind "+e.axis)})),this.prevTouchEvent=t):this.prevTouchEvent=e.touches[0])},this.onWheel=e=>{this.wheelbinds.forEach(((t,s)=>{const i=this.inputs.get(s)??this.deltaCallbacks.get(s);null!=i?i(e.deltaY*t.multiplier):console.warn("No input callback for registered for wheel bind")}))}}start(){document.addEventListener("keydown",this.onKeyDown),document.addEventListener("mousedown",this.onKeyDown),document.addEventListener("mouseup",this.onKeyUp),document.addEventListener("keyup",this.onKeyUp),document.addEventListener("mousemove",this.onMouseMove),document.addEventListener("touchmove",this.onTouchMove),document.addEventListener("wheel",this.onWheel)}stop(){document.removeEventListener("keydown",this.onKeyDown),document.removeEventListener("mousedown",this.onKeyDown),document.removeEventListener("mouseup",this.onKeyUp),document.removeEventListener("keyup",this.onKeyUp),document.removeEventListener("mousemove",this.onMouseMove),document.removeEventListener("touchmove",this.onTouchMove),document.removeEventListener("wheel",this.onWheel)}bind(e,t){this.inputs.set(e,t)}bindToggle(e,t){this.toggleCallbacks.set(e,t)}bindDelta(e,t){this.deltaCallbacks.set(e,t)}unbind(e){this.inputs.delete(e),this.toggleCallbacks.delete(e),this.deltaCallbacks.delete(e)}setKeybind(e,t){this.keybinds.has(e)||this.keybinds.set(e,[]),this.keybinds.get(e).push(t)}setMousebind(e,t){this.mousebinds.set(e,t)}setTouchMoveBind(e,t){this.touchmoveBinds.set(e,t)}setWheelbind(e,t){this.wheelbinds.set(e,t)}removeKeybind(e){this.keybinds.delete(e)}removeMousebind(e){this.mousebinds.delete(e)}removeWheelbind(e){this.wheelbinds.delete(e)}};s=e([t()],s);export{s as InputService};/*
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+ import{__decorate as e}from"tslib";import{Service as t}from"typedi";import{inject as s}from"../inject.js";import{ViewController as i}from"../services/render.js";let n=class{constructor(){this.view=s(i),this.inputs=new Map,this.deltaCallbacks=new Map,this.toggleCallbacks=new Map,this.keybinds=new Map,this.mousebinds=new Map,this.touchmoveBinds=new Map,this.wheelbinds=new Map,this.onKeyDown=e=>{this.keybinds.forEach(((t,s)=>{for(const i of t)if(i.test(e))if(this.inputs.has(s))this.inputs.get(s)(!0);else if(this.toggleCallbacks.has(s)){this.toggleCallbacks.get(s)(!0);this.activeToggleCallbacks.findIndex((e=>e.keybind===i&&e.toggle===this.toggleCallbacks.get(s)))<0&&this.activeToggleCallbacks.push({keybind:i,toggle:this.toggleCallbacks.get(s)})}else console.warn("No input callback for registered for key bind "+i.display())}))},this.activeToggleCallbacks=[],this.onKeyUp=e=>{this.keybinds.forEach(((t,s)=>{for(const i of t)if(i.test(e))if(this.inputs.has(s))this.inputs.get(s)(!1);else if(this.toggleCallbacks.has(s)){this.toggleCallbacks.get(s)(!1);const e=this.activeToggleCallbacks.findIndex((e=>e.keybind===i&&e.toggle===this.toggleCallbacks.get(s)));e>=0&&this.activeToggleCallbacks.splice(e,1);for(const e of this.activeToggleCallbacks)e.toggle(!0)}else console.warn("No input callback for registered for key bind "+i.display())}))},this.onMouseMove=e=>{(null!=document.pointerLockElement||null!=document.mozPointerLockElement)&&this.mousebinds.forEach(((t,s)=>{const i=this.inputs.get(s)??this.deltaCallbacks.get(s);if(null!=i)switch(t.axis){case"x":i(e.movementX*t.multiplier);break;case"y":i(e.movementY*t.multiplier)}else console.warn("No input callback for registered for mouse bind "+t.axis)}))},this.onTouchStart=e=>{for(let t=0;t<=e.touches.length;t++){const s=e.touches[t];if(s.target instanceof HTMLCanvasElement)return void(this.prevTouchEvent=s)}e.preventDefault()},this.onTouchMove=e=>{let t=null;for(let s=0;s<=e.touches.length;s++){const i=e.touches[s];i&&i.target instanceof HTMLCanvasElement&&i.identifier===this.prevTouchEvent.identifier&&(t=i)}this.debug.innerText=t.clientX-this.prevTouchEvent.clientX+"",this.touchmoveBinds.forEach(((e,s)=>{const i=this.inputs.get(s)??this.deltaCallbacks.get(s);if(null!=i)switch(e.axis){case"x":i((t.clientX-this.prevTouchEvent.clientX)*e.multiplier);break;case"y":i((t.clientY-this.prevTouchEvent.clientY)*e.multiplier)}else console.warn("No input callback for registered for mouse bind "+e.axis)})),this.prevTouchEvent=t,e.preventDefault()},this.onTouchEnd=e=>{this.prevTouchEvent=null,e.preventDefault()},this.onWheel=e=>{this.wheelbinds.forEach(((t,s)=>{const i=this.inputs.get(s)??this.deltaCallbacks.get(s);null!=i?i(e.deltaY*t.multiplier):console.warn("No input callback for registered for wheel bind")}))},this.debug=document.createElement("div")}start(){document.addEventListener("keydown",this.onKeyDown),document.addEventListener("mousedown",this.onKeyDown),document.addEventListener("mouseup",this.onKeyUp),document.addEventListener("keyup",this.onKeyUp),document.addEventListener("mousemove",this.onMouseMove),this.view.htmlElement.addEventListener("touchstart",this.onTouchStart,{passive:!1}),this.view.htmlElement.addEventListener("touchmove",this.onTouchMove,{passive:!1}),this.view.htmlElement.addEventListener("touchend",this.onTouchEnd,{passive:!1}),document.addEventListener("wheel",this.onWheel),this.debug.style.top="40%",this.debug.style.position="absolute",this.debug.style.color="black"}stop(){document.removeEventListener("keydown",this.onKeyDown),document.removeEventListener("mousedown",this.onKeyDown),document.removeEventListener("mouseup",this.onKeyUp),document.removeEventListener("keyup",this.onKeyUp),document.removeEventListener("mousemove",this.onMouseMove),this.view.htmlElement.removeEventListener("touchstart",this.onTouchStart),this.view.htmlElement.removeEventListener("touchmove",this.onTouchMove),this.view.htmlElement.removeEventListener("touchend",this.onTouchEnd),document.removeEventListener("wheel",this.onWheel)}bind(e,t){this.inputs.set(e,t)}bindToggle(e,t){this.toggleCallbacks.set(e,t)}bindDelta(e,t){this.deltaCallbacks.set(e,t)}unbind(e){this.inputs.delete(e),this.toggleCallbacks.delete(e),this.deltaCallbacks.delete(e)}setKeybind(e,t){this.keybinds.has(e)||this.keybinds.set(e,[]),this.keybinds.get(e).push(t)}setMousebind(e,t){this.mousebinds.set(e,t)}setTouchMoveBind(e,t){this.touchmoveBinds.set(e,t)}setWheelbind(e,t){this.wheelbinds.set(e,t)}removeKeybind(e){this.keybinds.delete(e)}removeMousebind(e){this.mousebinds.delete(e)}removeWheelbind(e){this.wheelbinds.delete(e)}};n=e([t()],n);export{n as InputService};/*
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  * Copyright (©) 2023. All rights reserved.
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  * See the LICENSE.md file for details.
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  */
@@ -199,6 +199,12 @@ export declare class PhysicsSystem extends AbstractPhysicsSystem {
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  getCharacterController(offset?: number): RAPIER.KinematicCharacterController;
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  /**
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  * Computes the corrected movement vector for an actor using a character controller.
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+ * This uses the first collider of the given actor if the actor has been added to
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+ * the physics system.
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+ * Consider using `getCharacterComputedMovement` instead if you want more flexibility
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+ * and the ability to pass in different colliders depending on character properties
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+ * like whether the character is crouching and then requires a smaller collider.
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+ *
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  * @param actor - The actor to compute movement for
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  * @param cc - The character controller to use
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  * @param desiredTranslation - The desired movement vector
@@ -206,6 +212,53 @@ export declare class PhysicsSystem extends AbstractPhysicsSystem {
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  * @returns The corrected movement vector accounting for collisions
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  */
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  getActorComputedMovement(actor: BaseActor, cc: RAPIER.KinematicCharacterController, desiredTranslation: Vector3, collisionGroup?: number): Vector3;
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+ /**
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+ * Creates a collider from a given collision shape.
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+ * This method adds a collision shape to the physics world as a collider,
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+ * but does not attach it to a rigid body. The returned PhysicsCollider
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+ * can be used for queries or as a standalone collider.
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+ *
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+ * Remember to call .dispose() on the returned collider when not needed anymore
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+ * to avoid memory leaks.
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+ *
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+ * @param collisionShape - The collision shape to create the collider from
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+ * @param body - Optionally attach this collider to a physic body
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+ * @returns A PhysicsCollider instance wrapping the created collider
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+ */
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+ createCollider(collisionShape: CollisionShape, body?: PhysicsBody): PhysicsCollider;
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+ /**
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+ * Creates a physics body and adds it to the physics world.
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+ * This method creates a new rigid body with the specified type and options,
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+ * and returns the created body.
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+ *
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+ * This can be useful for simulating anything physical in the world without
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+ * necessarily being an actor.
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+ *
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+ * @param type - The type of the physics body (dynamic, static, kinematic, etc.)
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+ * @param options - Optional configuration for the body (position, rotation, etc.)
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+ * @returns The created RAPIER.RigidBody instance
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+ */
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+ createBody(type?: PhysicsBodyType, options?: {
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+ position?: Vector3;
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+ rotation?: Quaternion;
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+ canSleep?: boolean;
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+ ccdEnabled?: boolean;
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+ gravityScale?: number;
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+ mass?: number;
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+ userData?: any;
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+ }): PhysicsBody;
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+ /**
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+ * Computes the corrected movement vector for a collider using a kinematic character controller.
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+ * This function uses the provided character controller to calculate the actual movement that can be performed
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+ * by the given collider, taking into account collisions and the specified collision group.
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+ *
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+ * @param physicsCollider - The PhysicsCollider instance to move.
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+ * @param cc - The RAPIER.KinematicCharacterController to use for movement computation.
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+ * @param desiredTranslation - The desired movement vector (THREE.Vector3).
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+ * @param collisionGroup - Optional collision group filter to restrict which objects are considered for collision.
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+ * @returns The corrected movement vector (THREE.Vector3) that accounts for collisions.
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+ */
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+ getCharacterComputedMovement(physicsCollider: PhysicsCollider, cc: RAPIER.KinematicCharacterController, desiredTranslation: Vector3, collisionGroup?: number): Vector3;
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  /**
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  * Sets the next kinematic translation for an actor.
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  * @param actor - The actor to update
@@ -532,6 +585,7 @@ export declare class PhysicsSystem extends AbstractPhysicsSystem {
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  * @private
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  */
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  private addShape;
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+ private applyShapeSettings;
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  /**
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  * Creates a Rapier collision shape from shape information and scale.
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  * @param shapeInfo - The collision shape information
@@ -552,4 +606,56 @@ export declare class PhysicsSystem extends AbstractPhysicsSystem {
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  * @returns
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  */
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  export declare function extractFloat32Array(attr: THREE.BufferAttribute | THREE.InterleavedBufferAttribute): Float32Array;
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+ export declare class PhysicsCollider {
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+ constructor(
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+ /** @internal */
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+ collider: RAPIER.Collider,
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+ /** @internal */
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+ world: RAPIER.World);
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+ dispose(): void;
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+ set mass(mass: number);
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+ get mass(): number;
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+ set friction(friction: number);
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+ get friction(): number;
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+ set restitution(restitution: number);
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+ get restitution(): number;
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+ set density(density: number);
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+ get density(): number;
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+ set isTrigger(isSensor: boolean);
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+ get isTrigger(): boolean;
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+ set collisionGroups(groups: number);
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+ get collisionGroups(): number;
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+ set enabled(enabled: boolean);
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+ get enabled(): boolean;
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+ }
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+ export declare class PhysicsBody {
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+ constructor(body: RAPIER.RigidBody, world: RAPIER.World);
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+ dispose(): void;
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+ setEnabled(enabled: boolean): void;
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+ isEnabled(): boolean;
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+ getPosition(target: Vector3): Vector3;
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+ setPosition(pos: Vector3): void;
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+ getRotation(target: Quaternion): Quaternion;
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+ setRotation(rot: Quaternion): void;
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+ getLinearVelocity(target: Vector3): Vector3;
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+ setLinearVelocity(vel: Vector3): void;
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+ getAngularVelocity(target: Vector3): Vector3;
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+ setAngularVelocity(vel: Vector3): void;
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+ applyImpulse(impulse: Vector3, wakeUp?: boolean): void;
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+ applyTorqueImpulse(torque: Vector3, wakeUp?: boolean): void;
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+ setNextKinematicTranslation(pos: Vector3): void;
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+ setNextKinematicRotation(rot: Quaternion): void;
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+ isDynamic(): boolean;
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+ isKinematic(): boolean;
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+ isStatic(): boolean;
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+ /**
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+ * Put this rigid body to sleep.
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+ *
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+ * A sleeping body no longer moves and is no longer simulated by the physics engine unless
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+ * it is waken up. It can be woken manually with `this.wakeUp()` or automatically due to
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+ * external forces like contacts.
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+ */
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+ sleep(): void;
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+ wakeUp(): void;
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+ }
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  //# sourceMappingURL=physics-system.d.ts.map
@@ -1 +1 @@
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- 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@@ -1,4 +1,4 @@
1
- import{__decorate as t,__metadata as e}from"tslib";import*as s from"@dimforge/rapier3d-compat";import{QueryFilterFlags as i}from"@dimforge/rapier3d-compat";import{BehaviorSubject as o,distinctUntilChanged as n,filter as r,map as a,Subject as c,takeUntil as l}from"rxjs";import*as d from"three";import{ArrowHelper as h,BufferAttribute as u,BufferGeometry as p,Group as y,LineSegments as g,Matrix4 as m,Object3D as f,Quaternion as w,Raycaster as x,Scene as B,Vector3 as v}from"three";import{Service as b}from"typedi";import{AssetMeshInstance as C}from"../../../scene/asset-resource-loader.js";import{BoxCollisionShape as A,CapsuleCollisionShape as S,CollisionShapeSource as z,ConeCollisionShape as D,ConvexPolyhedronCollisionShape as R,CylinderCollisionShape as M,PhysicalShapeMesh as T,PlaneCollisionShape as E,SphereCollisionShape as P,TrimeshCollisionShape as _}from"../../../index.js";import{LandscapeGroup as F}from"../../../scene/landscape/landscape.js";import{ViewController as W}from"../render.js";import{World as j}from"../world.js";import*as I from"three/examples/jsm/utils/BufferGeometryUtils.js";import{calculateEffectiveScale as V}from"../../../utils/three/traverse.js";import{AbstractPhysicsSystem as k}from"./abstract-physics-system.js";import{ActorComponent as L,Component as O}from"../../../gameplay/actors/component.js";import{inject as N}from"../../../gameplay/inject.js";export{Component,ActorComponent,attach,Attach}from"../../actors/component.js";export class RayTestResult{constructor(){this.hasHit=!1,this.hitPoint=new v,this.hitNormal=new v}}export class ShapeCastResult{constructor(){this.hasHit=!1,this.hitPoint=new v,this.normal=new v}reset(){this.actor=void 0,this.hasHit=!1,this.distance=0,this.hitPoint.set(0,0,0),this.normal.set(0,0,0)}}ShapeCastResult.shared=new ShapeCastResult;export var PhysicsBodyType;!function(t){t[t.dynamic=1]="dynamic",t[t.static=2]="static",t[t.kinematic=4]="kinematic",t[t.kinematicVelocityBased=8]="kinematicVelocityBased"}(PhysicsBodyType||(PhysicsBodyType={}));const G=new v,H=new v,q=new w,Q=new w,U=(new w,[]);let X=class extends k{set showDebug(t){this.shouldRenderDebug=t,this.debugMesh&&(this.debugMesh.visible=t)}get showDebug(){return this.shouldRenderDebug}constructor(t){super(),this.viewController=t,this.staticMeshes=new Map,this.staticBodies=new Map,this.actorBodies=new Map,this.bodyActors=new Map,this.collisionEvents=new c,this.beforeStep=new c,this.afterStep=new c,this.shouldRenderDebug=!1,this.shapeCacheBox=new Map,this.shapeCacheBall=new Map,this._raycaster=new x,this._reusableResult=new RayTestResult,this._raytestDiff=new v,this._raytestDirection=new v,this.controlledActors=new Set,this.ready=this.setup()}getBallShape(t){let e=this.shapeCacheBall.get(t);return null==e&&(e=new s.Ball(t),this.shapeCacheBall.set(t,e)),e}getBoxShape(t,e,i){const o=t+1e6*e+1e12*i;let n=this.shapeCacheBox.get(o);return null==n&&(n=new s.Cuboid(t,e,i),this.shapeCacheBox.set(o,n)),n}hasBoxIntersection(t){const e=t.getCenter(G),s=t.getSize(H),i=this.getBoxShape(s.x/2,s.y/2,s.z/2);return null!=this.world.intersectionWithShape(e,q,i)}hasSphereIntersection(t){const e=this.getBallShape(t.radius);return null!=this.world.intersectionWithShape(t.center,q,e)}createDebugMesh(){return new g(new p,new d.LineBasicMaterial({color:255}))}async start(){return await this.ready,this.handleTick(),this.ready}renderDebug(){if(null==this.scene)return;null==this.debugMesh&&(this.debugMesh=this.createDebugMesh(),this.debugMesh.visible=this.shouldRenderDebug,this.debugMesh.raycast=function(){},this.scene?.add(this.debugMesh));const t=this.world.debugRender();this.debugMesh.geometry.setAttribute("position",new u(t.vertices,3))}async setup(){if(null!=this.rapier)throw new Error("Rapier is already estup");this.rapier=await nt(),this.eventQueue=new s.EventQueue(!0),this.setupWorld()}handleTick(){this.fixedupdateSub=this.viewController.onUpdate().subscribe((t=>{t=Math.min(.1,t),this.beforeStep.next(t),this.updatePhysics(t),this.showDebug&&this.renderDebug(),this.world.bodies.forEach((t=>{if(t.isFixed())return;const e=this.staticMeshes.get(t)??this.bodyActors.get(t)?.object;null!=e&&e.parent instanceof B&&(ct(e.position,t.translation()),(t.isDynamic()||t.isKinematic()&&!this.controlledActors.has(this.bodyActors.get(t)?.id))&&lt(e.quaternion,t.rotation()),e.updateMatrix(),e.updateWorldMatrix(!1,!1))})),this.afterStep.next(t)}))}_updateWorld(){this.world.timestep=0,this.world.step()}updatePhysics(t){this.world.timestep=t,this.world.step(this.eventQueue),this.eventQueue.drainCollisionEvents(((t,e,s)=>{this.collisionEvents.next({handle1:t,handle2:e,started:s}),this.collisionEvents.next({handle1:e,handle2:t,started:s})}))}rayTestFromCamera(t,e,s){this._raycaster.setFromCamera(st,this.viewController.getCamera());const i=this._raycaster.ray.origin,o=this._raycaster.ray.direction.multiplyScalar(t).add(i);return this.rayTest(i,o,e,s)}rayTest(t,e,s,i){null==s&&(s=this._reusableResult);const o=this._raytestDiff,n=this._raytestDirection;if(o.subVectors(e,t),n.copy(o).normalize(),0===n.length())return console.warn("Ray test called with to and from being equal"),s;rt(gt.origin,t),rt(gt.dir,n);const r=o.length(),a=this.world.castRayAndGetNormal(gt,r,!1,void 0,i?.collisionFilter,void 0,null!=i?.excludeActor?this.actorBodies.get(i.excludeActor.id):void 0,i?.excludeTriggers?t=>!t.isSensor():void 0);if(s.hasHit=null!=a,s.hasHit){const e=gt.pointAt(a.timeOfImpact);s._internal=a,ct(s.hitNormal,a.normal),ct(s.hitPoint,e),s.distance=ht.subVectors(s.hitPoint,t).length();const i=this.world.bodies.getAll().find((t=>function(t,e){for(let s=0,i=t.numColliders();s<i;s++){const i=t.collider(s);if(e(i))return i}}(t,(t=>t===a.collider))));s.actor=null!=i?this.bodyActors.get(i):null}if(this.showDebug){let e;U.length>0?(e=U.pop(),e.setDirection(n),e.position.copy(t),e.setLength(r,.2,.1),e.setColor(i?.debugColor??255)):e=new h(n,t,r,i?.debugColor??255),this.scene?.add(e),setTimeout((()=>{this.scene?.remove(e),U.push(e)}),i?.debugLifetime??200)}return s}setGravity(t,e,s){this.world.gravity.x=t,this.world.gravity.y=e,this.world.gravity.z=s}getGravity(){return J.set(this.world.gravity.x,this.world.gravity.y,this.world.gravity.z)}addFromScene(t){this.addRecursively(t);for(const t of this.staticBodies.values())dt(t,(t=>t.setActiveEvents(s.ActiveEvents.COLLISION_EVENTS)))}addRecursively(t){if(this.removeSceneObject(t),!function(t){if(null!=t.userData?.src){const e=t.userData?.src;return"actor"===e.type}return!1}(t))if(t instanceof T&&null!=t.collisionShape){const e=this.createStaticBody(t,[t.collisionShape],t.physics);this.staticMeshes.set(e,t),this.staticBodies.set(t,e)}else if(t instanceof C&&!1!==t.userData?.src?.collisionDetection)if(t.children[0]&&t.children[0].instanceMatrix)this.createForInstancedMesh(t.children[0],t.collisionShapes);else{const e=this.createStaticBody(t,t.collisionShapes,t.physics);this.staticMeshes.set(e,t),this.staticBodies.set(t,e)}else t instanceof F?this.addLandscapeGroup(t):(t instanceof y||t instanceof B)&&t.children.forEach((t=>this.addRecursively(t)))}createForInstancedMesh(t,e){const s=new m,i=e.filter((t=>null!=t)).map((t=>t.source===z.rendered?t.withOffset(ft):t));for(let e=0;e<t.count;e++){if(null!=t.userData.hasCollision&&!t.userData.hasCollision[e])continue;const o=new f;o.matrix.identity(),s.fromArray(t.instanceMatrix.array,16*e),o.applyMatrix4(s);this.createStaticBody(o,i)}}getCharacterController(t){return this.world?.createCharacterController(t)}getActorComputedMovement(t,e,s,o=null){const n=this.actorBodies.get(t.id);this.controlledActors.add(t.id);const r=n.collider(0);e.computeColliderMovement(r,s,i.EXCLUDE_SENSORS,o,pt);const a=e.computedMovement();return ct(ut,a),ut}setNextKinematicTranslation(t,e){const s=this.actorBodies.get(t.id),i=s.translation();i.x+=e.x,i.y+=e.y,i.z+=e.z,s?.setNextKinematicTranslation(i)}setAngularVelocity(t,e){const s=this.actorBodies.get(t.id);$.x=e.x,$.y=e.y,$.z=e.z,s?.setAngvel($,!0)}setLinearVelocity(t,e){const s=this.actorBodies.get(t.id);$.x=e.x,$.y=e.y,$.z=e.z,s?.setLinvel($,!0)}getLinearVelocity(t,e=new v){const s=this.actorBodies.get(t.id).linvel();return e.x=s.x,e.y=s.y,e.z=s.z,e}getAngularVelocity(t,e=new v){const s=this.actorBodies.get(t.id).angvel();return e.x=s.x,e.y=s.y,e.z=s.z,e}setLinearDamping(t,e){const s=this.actorBodies.get(t.id);s?.setLinearDamping(e)}setAngularDamping(t,e){const s=this.actorBodies.get(t.id);s?.setAngularDamping(e)}setPosition(t,e){const s=this.actorBodies.get(t.id);s?.setTranslation(it(e),!1)}getPosition(t,e=new v){const s=this.actorBodies.get(t.id);s&&ct(e,s.translation())}setRotation(t,e){const s=this.actorBodies.get(t.id);s?.setTranslation(ot(e),!1)}getRotation(t,e=new w){const s=this.actorBodies.get(t.id);s&&lt(e,s.rotation())}lockTranslations(t,e){const s=this.actorBodies.get(t.id);s?.lockTranslations(e,!1)}lockRotations(t,e){const s=this.actorBodies.get(t.id);s?.lockRotations(e,!1)}setEnabledTranslations(t,e,s,i){const o=this.actorBodies.get(t.id);o?.setEnabledTranslations(e,s,i,!1)}setEnabledRotations(t,e,s,i){const o=this.actorBodies.get(t.id);o?.setEnabledRotations(e,s,i,!1)}addLandscapeGroup(t){const e=t.userData.src,i=e.landscape.heightMaps;for(const n of t.sections){this.staticBodies.has(n)&&this.world.removeRigidBody(this.staticBodies.get(n));var o=n.getWorldPosition(new v);if(e.landscape.holes&&e.landscape.holes.some((t=>t.m===n.name&&0!==t.w[0]))){const t=n.geometry.clone(),i=n.scale,r=n.geometry.getAttribute("hole"),a=new Float32Array(t.getAttribute("position").array);for(let t=0;t<a.length;t+=3)a[t]*=i.x,a[t+1]*=i.y,a[t+2]*=i.z;const c=t.index;for(let t=0;t<c.count;t+=3){const e=r.getX(c.getX(t)),s=r.getX(c.getY(t)),i=r.getX(c.getZ(t));(e>.5||s>.5||i>.5)&&(c.setX(t,0),c.setY(t,0),c.setZ(t,0))}const l=s.ColliderDesc.trimesh(a,new Uint32Array(t.getIndex().array));if(!1!==e.collisionDetection){const t=this.world.createRigidBody(s.RigidBodyDesc.fixed()),e=new s.Vector3(0,0,0);rt(e,o),t.setTranslation(e,!1),this.world.createCollider(l,t),this.staticBodies.set(n,t)}continue}const t=e.landscape.options.density+1,r=e.landscape.options.sectionSize,a=new Array(t);for(let e=0;e<t;e++)a[e]=new Array(t).fill(0);const c=i.find((t=>t.x===n.x&&t.y==n.y));if(null!=c)for(const e of c.points){if(null==a[e.i%t])continue;const s=t-1-Math.floor(e.i/t);s in a[e.i%t]?a[e.i%t][s]=e.y/r:console.warn("wrong index",{points:a,point:e,i:e.i%t,k:s,heightMap:c})}const l=e.landscape.options.density,d=a.flatMap((t=>t.reverse())),h=s.ColliderDesc.heightfield(l,l,new Float32Array(d),new s.Vector3(r,r,r));if(!1!==e.collisionDetection){const t=this.world.createRigidBody(s.RigidBodyDesc.fixed()),e=new s.Vector3(0,0,0);rt(e,o),t.setTranslation(e,!1),this.world.createCollider(h,t),this.staticBodies.set(n,t)}}}setEnabled(t,e){const s=this.actorBodies.get(t.id);s?.setEnabled(e)}addActor(t,e,i={}){if(0==e.length)return void console.error("No collision shapes were defined when adding actor to the physics system.");this.removeActor(t);const o=t.object;let n;switch(i.type??PhysicsBodyType.static){case PhysicsBodyType.dynamic:n=s.RigidBodyDesc.dynamic(),n.mass=i.mass??1;break;case PhysicsBodyType.kinematic:n=s.RigidBodyDesc.kinematicPositionBased();break;case PhysicsBodyType.kinematicVelocityBased:n=s.RigidBodyDesc.kinematicVelocityBased();break;default:n=i.isTrigger?s.RigidBodyDesc.kinematicVelocityBased():s.RigidBodyDesc.fixed()}const r=this.world.createRigidBody(n);r.enableCcd(1==i.continousCollisionDetection);for(const t of e)this.addShape(r,t,o);dt(r,(t=>{null!=i.isTrigger&&(t.setSensor(i.isTrigger),t.setActiveCollisionTypes(s.ActiveCollisionTypes.ALL),t.setActiveEvents(s.ActiveEvents.COLLISION_EVENTS)),null!=i.friction&&t.setFriction(i.friction),null!=i.density&&t.setDensity(i.density),null!=i.mass&&t.setMass(i.mass),null!=i.restitution&&t.setRestitution(i.restitution)})),Z(r,o),!0===i.ignoreForNavMesh&&(r.userData={ignoreForNavMesh:!0}),this.actorBodies.set(t.id,r),this.bodyActors.set(r,t)}applyTorque(t,e){const s=this.actorBodies.get(t.id);$.x=e.x,$.y=e.y,$.z=e.z,s?.addTorque($,!0)}applyTorqueImpulse(t,e){const s=this.actorBodies.get(t.id);$.x=e.x,$.y=e.y,$.z=e.z,s?.applyTorqueImpulse($,!0)}resetForces(t){const e=this.actorBodies.get(t.id);e?.resetForces(!1)}resetTorques(t){const e=this.actorBodies.get(t.id);e?.resetTorques(!1)}applyForce(t,e){const s=this.actorBodies.get(t.id);$.x=e.x,$.y=e.y,$.z=e.z,s?.addForce($,!0)}applyImpulse(t,e){const s=this.actorBodies.get(t.id);$.x=e.x,$.y=e.y,$.z=e.z,s?.applyImpulse($,!0)}applyLocalForce(t,e,s){const i=this.actorBodies.get(t.id);rt($,e),null==s?i?.addForce($,!0):(rt(tt,s),i?.addForceAtPoint($,tt,!0))}applyLocalImpulse(t,e,s){const i=this.actorBodies.get(t.id);rt($,e),null==s?i.applyImpulse($,!0):(rt(tt,s),i.applyImpulseAtPoint($,tt,!0))}applyRadiusImpulse(t,e,i){this.world.bodies.forEach((o=>{if(o.collider(0)?.isSensor())return;if(o.bodyType()!==s.RigidBodyType.Dynamic)return;const n=et;ct(n,o.translation());const r=n.clone().sub(t);if(r.length()>e)return;const a=r.clone().normalize().multiplyScalar(i);$.x=a.x,$.y=a.y,$.z=a.z,o.applyImpulse($,!0)}))}removeActor(t){if(null==t)return;this.controlledActors.delete(t.id);const e=this.actorBodies.get(t.id);null!=e&&(this.bodyActors.delete(e),this.world.removeRigidBody(e)),this.actorBodies.delete(t.id)}removeRemoved(t){if(null==t)return;const e=new Set;t.traverse((t=>{e.add(t.uuid)}));for(const[t,s]of this.staticBodies.entries())!e.has(t.uuid)&&this.world.getRigidBody(s.handle)&&(this.staticBodies.delete(t),this.world.removeRigidBody(s))}removeSceneObject(t){if(t instanceof F){for(const e of t.sections)this.removeSceneObject(e);return}let e=this.staticBodies.get(t);null!=e&&this.world.getRigidBody(e.handle)&&this.world.removeRigidBody(e),this.staticBodies.delete(t)}activateActorEvents(t){this.actorBodies.get(t.id)}_onCollisionWithActorEvent(t,e,s){return this.activateActorEvents(t),this.collisionEvents.pipe(l(t.disposed),r((({started:t})=>t===s)),a((({handle1:t,handle2:e,started:s})=>({a1:this.bodyActors.get(this.world.getCollider(t)?.parent()),a2:this.bodyActors.get(this.world.getCollider(e)?.parent()),started:s}))),r((({a1:s,a2:i})=>null!=s&&null!=i&&s.id===t.id&&e(s,i))),a((({a2:t})=>t)))}onBeginContact(t){return this.activateActorEvents(t),this.collisionEvents.pipe(l(t.disposed),r((t=>t.started)),r((({handle1:e})=>{const s=this.bodyActors.get(this.world.getCollider(e)?.parent());return null!=s&&s.id===t.id})),a((t=>t.handle2)))}onEndContact(t){return this.activateActorEvents(t),this.collisionEvents.pipe(l(t.disposed),r((t=>!t.started)),r((({handle1:e})=>{const s=this.bodyActors.get(this.world.getCollider(e)?.parent());return null!=s&&s.id===t.id})),a((t=>t.handle2)))}onHasContactChanged(t){const e=new Set,s=new o(!1);return this.onBeginContact(t).subscribe((t=>{e.add(t),s.next(e.size>0)})),this.onEndContact(t).subscribe((t=>{e.delete(t),s.next(e.size>0)})),s.pipe(n())}onBeginOverlapWithActorType(t,e){return this._onCollisionWithActorEvent(t,((t,s)=>s instanceof e),!0)}onEndOverlapWithActorType(t,e){return this._onCollisionWithActorEvent(t,((t,s)=>s instanceof e),!1)}onBeginOverlapWithActor(t,e){return this._onCollisionWithActorEvent(t,((t,s)=>e.id===s.id),!0)}onEndOverlapWithActor(t,e){return this._onCollisionWithActorEvent(t,((t,s)=>e.id===s.id),!1)}onCollisionWithActor(t,e){return this.onBeginOverlapWithActor(t,e)}onCollisionWithActorType(t,e){return this.onBeginOverlapWithActorType(t,e)}updateActorTransform(t){const e=this.actorBodies.get(t.id);null!=e?Z(e,t.object):console.warn("Actor has not been added to physics world",t)}setupWorld(){const t=new s.World({x:0,y:-9.81,z:0});this.world=t}sphereCast(t,e,s,i,o=ShapeCastResult.shared,n=void 0){o.reset();const r=this.getBallShape(e);this.shapeCacheBall.get;const a={x:t.x,y:t.y,z:t.z},c={x:s.x,y:s.y,z:s.z},l=this.world.castShape(a,{x:0,y:0,z:0,w:1},c,r,.01,i,!0,null,n,null,void 0,void 0);if(null!=l){ct(o.hitPoint,l.witness1),o.normal.set(l.normal1.x,l.normal1.y,l.normal1.z),o.distance=l.time_of_impact,o.hasHit=!0;const t=l.collider.parent();if(t){const e=this.bodyActors.get(t);e&&(o.actor=e)}}return o}castActorShape(t,e,s,i=ShapeCastResult.shared,o=void 0){i.reset();const n=this.actorBodies.get(t.id);if(n&&n.numColliders()>0){for(let t=0;t<n.numColliders();t++){const r=n.collider(t);let a=r.shape,c=r.translation(),l=r.rotation(),d=e,h=s;const u=this.world.castShape(c,l,d,a,.01,h,!0,null,o,null,n,void 0);if(null!=u){u.collider;const t=r;return ct(i.hitPoint,u.witness1),wt(t.rotation(),u.normal1,i.normal,Q),i.distance=u.time_of_impact,i.actor=this.bodyActors.get(u.collider.parent()),i.hasHit=!0,i}}return i}return console.warn("Actor is not added to the physics system"),i}stop(){this.world?.bodies.forEach((t=>this.world.removeRigidBody(t))),this.world?.free(),this.fixedupdateSub?.unsubscribe(),U.length=0}createStaticBody(t,e,i){const o=i?.type===PhysicsBodyType.dynamic?s.RigidBodyDesc.dynamic():s.RigidBodyDesc.fixed(),n=this.world.createRigidBody(o);for(const s of e){if(null==s){console.warn("Collision shape is missing for object",t);continue}const o=this.addShape(n,s,t);null!=i?.friction&&o.setFriction(i.friction),null!=i?.density&&o.setDensity(i.density),null!=i?.mass&&o.setMass(i.mass/e.length),null!=i?.restitution&&o.setRestitution(i.restitution)}return Z(n,t),n.userData=t.uuid,n}addShape(t,e,i){const o=i.getWorldScale(yt),n=this.createShape(e,o);null!=e.collisionGroup&&n.setCollisionGroups(e.collisionGroup),n.friction=e.friction??.1,null!=e.restitution&&(n.restitution=e.restitution),null!=e.density&&(n.density=e.density,n.massPropsMode=s.MassPropsMode.Density),null!=e.mass&&(n.mass=e.mass,n.massPropsMode=s.MassPropsMode.Mass);const r=e.offset.clone().multiply(o);rt(n.translation,r);const a=(new w).setFromEuler(e.rotation);e instanceof R&&e.mesh instanceof d.Mesh&&a.multiply(e.mesh.getWorldQuaternion(Y)),at(n.rotation,a);return this.world.createCollider(n,t)}createShape(t,e){if(t instanceof A)return s.ColliderDesc.cuboid(t.dimensions.x*e.x/2,t.dimensions.y*e.y/2,t.dimensions.z*e.z/2);if(t instanceof S){return s.ColliderDesc.capsule(t.length/2*e.y,t.radius*Math.max(e.z,e.x))}if(t instanceof _){const i=null!=t.geometry.getIndex()?t.geometry:I.mergeVertices(t.geometry),o=extractFloat32Array(i.getAttribute("position"));for(let t=0;t<o.length;t+=3)o[t]*=e.x,o[t+1]*=e.y,o[t+2]*=e.z;return s.ColliderDesc.trimesh(o,new Uint32Array(i.getIndex().array))}if(t instanceof R){let i;t.mesh instanceof d.Mesh?i=t.mesh.geometry:t.mesh instanceof d.BufferGeometry?i=t.mesh:console.log("Unknownd shape",{shapeInfo:t});const o=extractFloat32Array(i.getAttribute("position"));if(t.mesh instanceof d.Mesh){const e=V(t.mesh);for(let t=0;t<o.length;t+=3)o[t]*=e.x,o[t+1]*=e.y,o[t+2]*=e.z}for(let t=0;t<o.length;t+=3)o[t]*=e.x,o[t+1]*=e.y,o[t+2]*=e.z;const n=o;n.length;return s.ColliderDesc.convexHull(n)}if(t instanceof P){const i=2*e.x-e.y-e.z;return Math.abs(i)>.01?this.createShape(new R(new d.SphereGeometry(t.radius).scale(e.x,e.y,e.z)),new v(1,1,1)):s.ColliderDesc.ball(t.radius*Math.max(e.x,e.y,e.z))}return t instanceof M?s.ColliderDesc.cylinder(t.height/2*e.y,t.radiusTop*Math.max(e.z,e.x)):t instanceof D?s.ColliderDesc.cone(t.height*e.y,t.radiusBottom/2*Math.max(e.z,e.x)):t instanceof E?s.ColliderDesc.cuboid(t.width/2*e.x,t.height/2*e.y,.001):(console.error("Unsupported shape",t),s.ColliderDesc.cuboid(1,1,1))}createCharacterCollision(){return new s.CharacterCollision}};X=t([b(),e("design:paramtypes",[W])],X);export{X as PhysicsSystem};const K=new v,Y=new d.Quaternion;function Z(t,e){const s=e.getWorldPosition(K),i=e.getWorldQuaternion(Y);t.setTranslation(it(s),!1),t.setRotation(ot(i),!1)}const J=new v,$=new s.Vector3(0,0,0),tt=new s.Vector3(0,0,0),et=new v,st=new d.Vector2;function it(t){return rt($,t),$}function ot(t){return at(Q,t),Q}const nt=async()=>{let t=await import("@dimforge/rapier3d-compat");return await t.init(),t};function rt(t,e){t.x=e.x,t.y=e.y,t.z=e.z}function at(t,e){t.x=e.x,t.y=e.y,t.z=e.z,t.w=e.w}function ct(t,e){t.x=e.x,t.y=e.y,t.z=e.z}function lt(t,e){t.x=e.x,t.y=e.y,t.z=e.z,t.w=e.w}function dt(t,e){for(let s=0,i=t.numColliders();s<i;s++){e(t.collider(s))}}const ht=new v,ut=new v,pt=t=>!t.isSensor(),yt=new v;const gt=new s.Ray(new s.Vector3(0,0,0),new s.Vector3(0,1,0));let mt=class extends L{constructor(){super(...arguments),this._active=!0,this.physics=N(X),this.world=N(j)}set active(t){this._active=t,t?(this.world.scene.remove(this.actor.object),this.physics.setEnabled(this.actor,t)):(this.world.scene.add(this.actor.object),this.physics.setEnabled(this.actor,t))}get active(){return this._active}};mt=t([O()],mt);export function extractFloat32Array(t){const e=t.itemSize,s=t.count,i=new Float32Array(s*e);for(let o=0;o<s;o++)for(let s=0;s<e;s++)i[o*e+s]=t.getComponent(o,s);return i}const ft=new v;function wt(t,e,s,i){return i.set(t.x,t.y,t.z,t.w),s.set(e.x,e.y,e.z),s.applyQuaternion(i),s}/*
1
+ import{__decorate as t,__metadata as e}from"tslib";import*as s from"@dimforge/rapier3d-compat";import{QueryFilterFlags as i}from"@dimforge/rapier3d-compat";import{BehaviorSubject as o,distinctUntilChanged as n,filter as r,map as a,Subject as l,takeUntil as c}from"rxjs";import*as d from"three";import{ArrowHelper as h,BufferAttribute as y,BufferGeometry as u,Group as p,LineSegments as g,Matrix4 as m,Object3D as f,Quaternion as w,Raycaster as x,Scene as b,Vector3 as B}from"three";import{Service as v}from"typedi";import{AssetMeshInstance as C}from"../../../scene/asset-resource-loader.js";import{BoxCollisionShape as z,CapsuleCollisionShape as A,CollisionShapeSource as S,ConeCollisionShape as D,ConvexPolyhedronCollisionShape as R,CylinderCollisionShape as T,PhysicalShapeMesh as M,PlaneCollisionShape as E,SphereCollisionShape as P,TrimeshCollisionShape as V}from"../../../index.js";import{LandscapeGroup as _}from"../../../scene/landscape/landscape.js";import{ViewController as F}from"../render.js";import{World as k}from"../world.js";import*as I from"three/examples/jsm/utils/BufferGeometryUtils.js";import{calculateEffectiveScale as W}from"../../../utils/three/traverse.js";import{AbstractPhysicsSystem as j}from"./abstract-physics-system.js";import{ActorComponent as L,Component as N}from"../../../gameplay/actors/component.js";import{inject as O}from"../../../gameplay/inject.js";export{Component,ActorComponent,attach,Attach}from"../../actors/component.js";export class RayTestResult{constructor(){this.hasHit=!1,this.hitPoint=new B,this.hitNormal=new B}}export class ShapeCastResult{constructor(){this.hasHit=!1,this.hitPoint=new B,this.normal=new B}reset(){this.actor=void 0,this.hasHit=!1,this.distance=0,this.hitPoint.set(0,0,0),this.normal.set(0,0,0)}}ShapeCastResult.shared=new ShapeCastResult;export var PhysicsBodyType;!function(t){t[t.dynamic=1]="dynamic",t[t.static=2]="static",t[t.kinematic=4]="kinematic",t[t.kinematicVelocityBased=8]="kinematicVelocityBased"}(PhysicsBodyType||(PhysicsBodyType={}));const G=new B,q=new B,U=new w,H=new w,K=(new w,[]);let Q=class extends j{set showDebug(t){this.shouldRenderDebug=t,this.debugMesh&&(this.debugMesh.visible=t)}get showDebug(){return this.shouldRenderDebug}constructor(t){super(),this.viewController=t,this.staticMeshes=new Map,this.staticBodies=new Map,this.actorBodies=new Map,this.bodyActors=new Map,this.collisionEvents=new l,this.beforeStep=new l,this.afterStep=new l,this.shouldRenderDebug=!1,this.shapeCacheBox=new Map,this.shapeCacheBall=new Map,this._raycaster=new x,this._reusableResult=new RayTestResult,this._raytestDiff=new B,this._raytestDirection=new B,this.controlledActors=new Set,this.ready=this.setup()}getBallShape(t){let e=this.shapeCacheBall.get(t);return null==e&&(e=new s.Ball(t),this.shapeCacheBall.set(t,e)),e}getBoxShape(t,e,i){const o=t+1e6*e+1e12*i;let n=this.shapeCacheBox.get(o);return null==n&&(n=new s.Cuboid(t,e,i),this.shapeCacheBox.set(o,n)),n}hasBoxIntersection(t){const e=t.getCenter(G),s=t.getSize(q),i=this.getBoxShape(s.x/2,s.y/2,s.z/2);return null!=this.world.intersectionWithShape(e,U,i)}hasSphereIntersection(t){const e=this.getBallShape(t.radius);return null!=this.world.intersectionWithShape(t.center,U,e)}createDebugMesh(){return new g(new u,new d.LineBasicMaterial({color:255}))}async start(){return await this.ready,this.handleTick(),this.ready}renderDebug(){if(null==this.scene)return;null==this.debugMesh&&(this.debugMesh=this.createDebugMesh(),this.debugMesh.visible=this.shouldRenderDebug,this.debugMesh.raycast=function(){},this.scene?.add(this.debugMesh));const t=this.world.debugRender();this.debugMesh.geometry.setAttribute("position",new y(t.vertices,3))}async setup(){if(null!=this.rapier)throw new Error("Rapier is already estup");this.rapier=await rt(),this.eventQueue=new s.EventQueue(!0),this.setupWorld()}handleTick(){this.fixedupdateSub=this.viewController.onUpdate().subscribe((t=>{t=Math.min(.1,t),this.beforeStep.next(t),this.updatePhysics(t),this.showDebug&&this.renderDebug(),this.world.bodies.forEach((t=>{if(t.isFixed())return;const e=this.staticMeshes.get(t)??this.bodyActors.get(t)?.object;null!=e&&e.parent instanceof b&&(ct(e.position,t.translation()),(t.isDynamic()||t.isKinematic()&&!this.controlledActors.has(this.bodyActors.get(t)?.id))&&dt(e.quaternion,t.rotation()),e.updateMatrix(),e.updateWorldMatrix(!1,!1))})),this.afterStep.next(t)}))}_updateWorld(){this.world.timestep=0,this.world.step()}updatePhysics(t){this.world.timestep=t,this.world.step(this.eventQueue),this.eventQueue.drainCollisionEvents(((t,e,s)=>{this.collisionEvents.next({handle1:t,handle2:e,started:s}),this.collisionEvents.next({handle1:e,handle2:t,started:s})}))}rayTestFromCamera(t,e,s){this._raycaster.setFromCamera(it,this.viewController.getCamera());const i=this._raycaster.ray.origin,o=this._raycaster.ray.direction.multiplyScalar(t).add(i);return this.rayTest(i,o,e,s)}rayTest(t,e,s,i){null==s&&(s=this._reusableResult);const o=this._raytestDiff,n=this._raytestDirection;if(o.subVectors(e,t),n.copy(o).normalize(),0===n.length())return console.warn("Ray test called with to and from being equal"),s;at(mt.origin,t),at(mt.dir,n);const r=o.length(),a=this.world.castRayAndGetNormal(mt,r,!1,void 0,i?.collisionFilter,void 0,null!=i?.excludeActor?this.actorBodies.get(i.excludeActor.id):void 0,i?.excludeTriggers?t=>!t.isSensor():void 0);if(s.hasHit=null!=a,s.hasHit){const e=mt.pointAt(a.timeOfImpact);s._internal=a,ct(s.hitNormal,a.normal),ct(s.hitPoint,e),s.distance=yt.subVectors(s.hitPoint,t).length();const i=this.world.bodies.getAll().find((t=>function(t,e){for(let s=0,i=t.numColliders();s<i;s++){const i=t.collider(s);if(e(i))return i}}(t,(t=>t===a.collider))));s.actor=null!=i?this.bodyActors.get(i):null}if(this.showDebug){let e;K.length>0?(e=K.pop(),e.setDirection(n),e.position.copy(t),e.setLength(r,.2,.1),e.setColor(i?.debugColor??255)):e=new h(n,t,r,i?.debugColor??255),this.scene?.add(e),setTimeout((()=>{this.scene?.remove(e),K.push(e)}),i?.debugLifetime??200)}return s}setGravity(t,e,s){this.world.gravity.x=t,this.world.gravity.y=e,this.world.gravity.z=s}getGravity(){return J.set(this.world.gravity.x,this.world.gravity.y,this.world.gravity.z)}addFromScene(t){this.addRecursively(t);for(const t of this.staticBodies.values())ht(t,(t=>t.setActiveEvents(s.ActiveEvents.COLLISION_EVENTS)))}addRecursively(t){if(this.removeSceneObject(t),!function(t){if(null!=t.userData?.src){const e=t.userData?.src;return"actor"===e.type}return!1}(t))if(t instanceof M&&null!=t.collisionShape){const e=this.createStaticBody(t,[t.collisionShape],t.physics);this.staticMeshes.set(e,t),this.staticBodies.set(t,e)}else if(t instanceof C&&!1!==t.userData?.src?.collisionDetection)if(t.children[0]&&t.children[0].instanceMatrix)this.createForInstancedMesh(t.children[0],t.collisionShapes);else{const e=this.createStaticBody(t,t.collisionShapes,t.physics);this.staticMeshes.set(e,t),this.staticBodies.set(t,e)}else t instanceof _?this.addLandscapeGroup(t):(t instanceof p||t instanceof b)&&t.children.forEach((t=>this.addRecursively(t)))}createForInstancedMesh(t,e){const s=new m,i=e.filter((t=>null!=t)).map((t=>t.source===S.rendered?t.withOffset(wt):t));for(let e=0;e<t.count;e++){if(null!=t.userData.hasCollision&&!t.userData.hasCollision[e])continue;const o=new f;o.matrix.identity(),s.fromArray(t.instanceMatrix.array,16*e),o.applyMatrix4(s);this.createStaticBody(o,i)}}getCharacterController(t){return this.world?.createCharacterController(t)}getActorComputedMovement(t,e,s,o=null){const n=this.actorBodies.get(t.id);this.controlledActors.add(t.id);const r=n.collider(0);e.computeColliderMovement(r,s,i.EXCLUDE_SENSORS,o,pt);const a=e.computedMovement();return ct(ut,a),ut}createCollider(t,e){const s=this.addShape(e?.body,t);return new PhysicsCollider(s,this.world)}createBody(t=PhysicsBodyType.dynamic,e={}){const i=(()=>{switch(t){case PhysicsBodyType.dynamic:return s.RigidBodyDesc.dynamic();case PhysicsBodyType.static:return s.RigidBodyDesc.fixed();case PhysicsBodyType.kinematic:return s.RigidBodyDesc.kinematicPositionBased();case PhysicsBodyType.kinematicVelocityBased:return s.RigidBodyDesc.kinematicVelocityBased();default:return s.RigidBodyDesc.dynamic()}})();e.position&&i.setTranslation(e.position.x,e.position.y,e.position.z),e.rotation&&i.setRotation({x:e.rotation.x,y:e.rotation.y,z:e.rotation.z,w:e.rotation.w}),"boolean"==typeof e.canSleep&&i.setCanSleep(e.canSleep),"boolean"==typeof e.ccdEnabled&&i.setCcdEnabled(e.ccdEnabled),"number"==typeof e.gravityScale&&i.setGravityScale(e.gravityScale),"number"==typeof e.mass&&i.setAdditionalMass(e.mass),void 0!==e.userData&&(i.userData=e.userData);const o=this.world.createRigidBody(i);return new PhysicsBody(o,this.world)}getCharacterComputedMovement(t,e,s,o=null){const n=t.collider;e.computeColliderMovement(n,s,i.EXCLUDE_SENSORS,o,pt);const r=e.computedMovement();return ct(ut,r),ut}setNextKinematicTranslation(t,e){const s=this.actorBodies.get(t.id),i=s.translation();i.x+=e.x,i.y+=e.y,i.z+=e.z,s?.setNextKinematicTranslation(i)}setAngularVelocity(t,e){const s=this.actorBodies.get(t.id);tt.x=e.x,tt.y=e.y,tt.z=e.z,s?.setAngvel(tt,!0)}setLinearVelocity(t,e){const s=this.actorBodies.get(t.id);tt.x=e.x,tt.y=e.y,tt.z=e.z,s?.setLinvel(tt,!0)}getLinearVelocity(t,e=new B){const s=this.actorBodies.get(t.id).linvel();return e.x=s.x,e.y=s.y,e.z=s.z,e}getAngularVelocity(t,e=new B){const s=this.actorBodies.get(t.id).angvel();return e.x=s.x,e.y=s.y,e.z=s.z,e}setLinearDamping(t,e){const s=this.actorBodies.get(t.id);s?.setLinearDamping(e)}setAngularDamping(t,e){const s=this.actorBodies.get(t.id);s?.setAngularDamping(e)}setPosition(t,e){const s=this.actorBodies.get(t.id);s?.setTranslation(ot(e),!1)}getPosition(t,e=new B){const s=this.actorBodies.get(t.id);s&&ct(e,s.translation())}setRotation(t,e){const s=this.actorBodies.get(t.id);s?.setTranslation(nt(e),!1)}getRotation(t,e=new w){const s=this.actorBodies.get(t.id);s&&dt(e,s.rotation())}lockTranslations(t,e){const s=this.actorBodies.get(t.id);s?.lockTranslations(e,!1)}lockRotations(t,e){const s=this.actorBodies.get(t.id);s?.lockRotations(e,!1)}setEnabledTranslations(t,e,s,i){const o=this.actorBodies.get(t.id);o?.setEnabledTranslations(e,s,i,!1)}setEnabledRotations(t,e,s,i){const o=this.actorBodies.get(t.id);o?.setEnabledRotations(e,s,i,!1)}addLandscapeGroup(t){const e=t.userData.src,i=e.landscape.heightMaps;for(const n of t.sections){this.staticBodies.has(n)&&this.world.removeRigidBody(this.staticBodies.get(n));var o=n.getWorldPosition(new B);if(e.landscape.holes&&e.landscape.holes.some((t=>t.m===n.name&&0!==t.w[0]))){const t=n.geometry.clone(),i=n.scale,r=n.geometry.getAttribute("hole"),a=new Float32Array(t.getAttribute("position").array);for(let t=0;t<a.length;t+=3)a[t]*=i.x,a[t+1]*=i.y,a[t+2]*=i.z;const l=t.index;for(let t=0;t<l.count;t+=3){const e=r.getX(l.getX(t)),s=r.getX(l.getY(t)),i=r.getX(l.getZ(t));(e>.5||s>.5||i>.5)&&(l.setX(t,0),l.setY(t,0),l.setZ(t,0))}const c=s.ColliderDesc.trimesh(a,new Uint32Array(t.getIndex().array));if(!1!==e.collisionDetection){const t=this.world.createRigidBody(s.RigidBodyDesc.fixed()),e=new s.Vector3(0,0,0);at(e,o),t.setTranslation(e,!1),this.world.createCollider(c,t),this.staticBodies.set(n,t)}continue}const t=e.landscape.options.density+1,r=e.landscape.options.sectionSize,a=new Array(t);for(let e=0;e<t;e++)a[e]=new Array(t).fill(0);const l=i.find((t=>t.x===n.x&&t.y==n.y));if(null!=l)for(const e of l.points){if(null==a[e.i%t])continue;const s=t-1-Math.floor(e.i/t);s in a[e.i%t]?a[e.i%t][s]=e.y/r:console.warn("wrong index",{points:a,point:e,i:e.i%t,k:s,heightMap:l})}const c=e.landscape.options.density,d=a.flatMap((t=>t.reverse())),h=s.ColliderDesc.heightfield(c,c,new Float32Array(d),new s.Vector3(r,r,r));if(!1!==e.collisionDetection){const t=this.world.createRigidBody(s.RigidBodyDesc.fixed()),e=new s.Vector3(0,0,0);at(e,o),t.setTranslation(e,!1),this.world.createCollider(h,t),this.staticBodies.set(n,t)}}}setEnabled(t,e){const s=this.actorBodies.get(t.id);s?.setEnabled(e)}addActor(t,e,i={}){if(0==e.length)return void console.error("No collision shapes were defined when adding actor to the physics system.");this.removeActor(t);const o=t.object;let n;switch(i.type??PhysicsBodyType.static){case PhysicsBodyType.dynamic:n=s.RigidBodyDesc.dynamic(),n.mass=i.mass??1;break;case PhysicsBodyType.kinematic:n=s.RigidBodyDesc.kinematicPositionBased();break;case PhysicsBodyType.kinematicVelocityBased:n=s.RigidBodyDesc.kinematicVelocityBased();break;default:n=i.isTrigger?s.RigidBodyDesc.kinematicVelocityBased():s.RigidBodyDesc.fixed()}const r=this.world.createRigidBody(n);r.enableCcd(1==i.continousCollisionDetection);for(const t of e)this.addShape(r,t,o);ht(r,(t=>{null!=i.isTrigger&&(t.setSensor(i.isTrigger),t.setActiveCollisionTypes(s.ActiveCollisionTypes.ALL),t.setActiveEvents(s.ActiveEvents.COLLISION_EVENTS)),null!=i.friction&&t.setFriction(i.friction),null!=i.density&&t.setDensity(i.density),null!=i.mass&&t.setMass(i.mass),null!=i.restitution&&t.setRestitution(i.restitution)})),Z(r,o),!0===i.ignoreForNavMesh&&(r.userData={ignoreForNavMesh:!0}),this.actorBodies.set(t.id,r),this.bodyActors.set(r,t)}applyTorque(t,e){const s=this.actorBodies.get(t.id);tt.x=e.x,tt.y=e.y,tt.z=e.z,s?.addTorque(tt,!0)}applyTorqueImpulse(t,e){const s=this.actorBodies.get(t.id);tt.x=e.x,tt.y=e.y,tt.z=e.z,s?.applyTorqueImpulse(tt,!0)}resetForces(t){const e=this.actorBodies.get(t.id);e?.resetForces(!1)}resetTorques(t){const e=this.actorBodies.get(t.id);e?.resetTorques(!1)}applyForce(t,e){const s=this.actorBodies.get(t.id);tt.x=e.x,tt.y=e.y,tt.z=e.z,s?.addForce(tt,!0)}applyImpulse(t,e){const s=this.actorBodies.get(t.id);tt.x=e.x,tt.y=e.y,tt.z=e.z,s?.applyImpulse(tt,!0)}applyLocalForce(t,e,s){const i=this.actorBodies.get(t.id);at(tt,e),null==s?i?.addForce(tt,!0):(at(et,s),i?.addForceAtPoint(tt,et,!0))}applyLocalImpulse(t,e,s){const i=this.actorBodies.get(t.id);at(tt,e),null==s?i.applyImpulse(tt,!0):(at(et,s),i.applyImpulseAtPoint(tt,et,!0))}applyRadiusImpulse(t,e,i){this.world.bodies.forEach((o=>{if(o.collider(0)?.isSensor())return;if(o.bodyType()!==s.RigidBodyType.Dynamic)return;const n=st;ct(n,o.translation());const r=n.clone().sub(t);if(r.length()>e)return;const a=r.clone().normalize().multiplyScalar(i);tt.x=a.x,tt.y=a.y,tt.z=a.z,o.applyImpulse(tt,!0)}))}removeActor(t){if(null==t)return;this.controlledActors.delete(t.id);const e=this.actorBodies.get(t.id);null!=e&&(this.bodyActors.delete(e),this.world.removeRigidBody(e)),this.actorBodies.delete(t.id)}removeRemoved(t){if(null==t)return;const e=new Set;t.traverse((t=>{e.add(t.uuid)}));for(const[t,s]of this.staticBodies.entries())!e.has(t.uuid)&&this.world.getRigidBody(s.handle)&&(this.staticBodies.delete(t),this.world.removeRigidBody(s))}removeSceneObject(t){if(t instanceof _){for(const e of t.sections)this.removeSceneObject(e);return}let e=this.staticBodies.get(t);null!=e&&this.world.getRigidBody(e.handle)&&this.world.removeRigidBody(e),this.staticBodies.delete(t)}activateActorEvents(t){this.actorBodies.get(t.id)}_onCollisionWithActorEvent(t,e,s){return this.activateActorEvents(t),this.collisionEvents.pipe(c(t.disposed),r((({started:t})=>t===s)),a((({handle1:t,handle2:e,started:s})=>({a1:this.bodyActors.get(this.world.getCollider(t)?.parent()),a2:this.bodyActors.get(this.world.getCollider(e)?.parent()),started:s}))),r((({a1:s,a2:i})=>null!=s&&null!=i&&s.id===t.id&&e(s,i))),a((({a2:t})=>t)))}onBeginContact(t){return this.activateActorEvents(t),this.collisionEvents.pipe(c(t.disposed),r((t=>t.started)),r((({handle1:e})=>{const s=this.bodyActors.get(this.world.getCollider(e)?.parent());return null!=s&&s.id===t.id})),a((t=>t.handle2)))}onEndContact(t){return this.activateActorEvents(t),this.collisionEvents.pipe(c(t.disposed),r((t=>!t.started)),r((({handle1:e})=>{const s=this.bodyActors.get(this.world.getCollider(e)?.parent());return null!=s&&s.id===t.id})),a((t=>t.handle2)))}onHasContactChanged(t){const e=new Set,s=new o(!1);return this.onBeginContact(t).subscribe((t=>{e.add(t),s.next(e.size>0)})),this.onEndContact(t).subscribe((t=>{e.delete(t),s.next(e.size>0)})),s.pipe(n())}onBeginOverlapWithActorType(t,e){return this._onCollisionWithActorEvent(t,((t,s)=>s instanceof e),!0)}onEndOverlapWithActorType(t,e){return this._onCollisionWithActorEvent(t,((t,s)=>s instanceof e),!1)}onBeginOverlapWithActor(t,e){return this._onCollisionWithActorEvent(t,((t,s)=>e.id===s.id),!0)}onEndOverlapWithActor(t,e){return this._onCollisionWithActorEvent(t,((t,s)=>e.id===s.id),!1)}onCollisionWithActor(t,e){return this.onBeginOverlapWithActor(t,e)}onCollisionWithActorType(t,e){return this.onBeginOverlapWithActorType(t,e)}updateActorTransform(t){const e=this.actorBodies.get(t.id);null!=e?Z(e,t.object):console.warn("Actor has not been added to physics world",t)}setupWorld(){const t=new s.World({x:0,y:-9.81,z:0});this.world=t}sphereCast(t,e,s,i,o=ShapeCastResult.shared,n=void 0){o.reset();const r=this.getBallShape(e);this.shapeCacheBall.get;const a={x:t.x,y:t.y,z:t.z},l={x:s.x,y:s.y,z:s.z},c=this.world.castShape(a,{x:0,y:0,z:0,w:1},l,r,.01,i,!0,null,n,null,void 0,void 0);if(null!=c){ct(o.hitPoint,c.witness1),o.normal.set(c.normal1.x,c.normal1.y,c.normal1.z),o.distance=c.time_of_impact,o.hasHit=!0;const t=c.collider.parent();if(t){const e=this.bodyActors.get(t);e&&(o.actor=e)}}return o}castActorShape(t,e,s,i=ShapeCastResult.shared,o=void 0){i.reset();const n=this.actorBodies.get(t.id);if(n&&n.numColliders()>0){for(let t=0;t<n.numColliders();t++){const r=n.collider(t);let a=r.shape,l=r.translation(),c=r.rotation(),d=e,h=s;const y=this.world.castShape(l,c,d,a,.01,h,!0,null,o,null,n,void 0);if(null!=y){y.collider;const t=r;return ct(i.hitPoint,y.witness1),xt(t.rotation(),y.normal1,i.normal,H),i.distance=y.time_of_impact,i.actor=this.bodyActors.get(y.collider.parent()),i.hasHit=!0,i}}return i}return console.warn("Actor is not added to the physics system"),i}stop(){this.world?.bodies.forEach((t=>this.world.removeRigidBody(t))),this.world?.free(),this.fixedupdateSub?.unsubscribe(),K.length=0}createStaticBody(t,e,i){const o=i?.type===PhysicsBodyType.dynamic?s.RigidBodyDesc.dynamic():s.RigidBodyDesc.fixed(),n=this.world.createRigidBody(o);for(const s of e){if(null==s){console.warn("Collision shape is missing for object",t);continue}const o=this.addShape(n,s,t);null!=i?.friction&&o.setFriction(i.friction),null!=i?.density&&o.setDensity(i.density),null!=i?.mass&&o.setMass(i.mass/e.length),null!=i?.restitution&&o.setRestitution(i.restitution)}return Z(n,t),n.userData=t.uuid,n}addShape(t=void 0,e,s){const i=s?.getWorldScale(gt)??$,o=this.createShape(e,i);this.applyShapeSettings(o,e);const n=e.offset.clone().multiply(i);at(o.translation,n);const r=(new w).setFromEuler(e.rotation);e instanceof R&&e.mesh instanceof d.Mesh&&r.multiply(e.mesh.getWorldQuaternion(Y)),lt(o.rotation,r);return this.world.createCollider(o,t)}applyShapeSettings(t,e){null!=e.collisionGroup&&t.setCollisionGroups(e.collisionGroup),t.friction=e.friction??.1,null!=e.restitution&&(t.restitution=e.restitution),null!=e.density&&(t.density=e.density,t.massPropsMode=s.MassPropsMode.Density),null!=e.mass&&(t.mass=e.mass,t.massPropsMode=s.MassPropsMode.Mass)}createShape(t,e){if(t instanceof z)return s.ColliderDesc.cuboid(t.dimensions.x*e.x/2,t.dimensions.y*e.y/2,t.dimensions.z*e.z/2);if(t instanceof A){return s.ColliderDesc.capsule(t.length/2*e.y,t.radius*Math.max(e.z,e.x))}if(t instanceof V){const i=null!=t.geometry.getIndex()?t.geometry:I.mergeVertices(t.geometry),o=extractFloat32Array(i.getAttribute("position"));for(let t=0;t<o.length;t+=3)o[t]*=e.x,o[t+1]*=e.y,o[t+2]*=e.z;return s.ColliderDesc.trimesh(o,new Uint32Array(i.getIndex().array))}if(t instanceof R){let i;t.mesh instanceof d.Mesh?i=t.mesh.geometry:t.mesh instanceof d.BufferGeometry?i=t.mesh:console.log("Unknownd shape",{shapeInfo:t});const o=extractFloat32Array(i.getAttribute("position"));if(t.mesh instanceof d.Mesh){const e=W(t.mesh);for(let t=0;t<o.length;t+=3)o[t]*=e.x,o[t+1]*=e.y,o[t+2]*=e.z}for(let t=0;t<o.length;t+=3)o[t]*=e.x,o[t+1]*=e.y,o[t+2]*=e.z;const n=o;n.length;return s.ColliderDesc.convexHull(n)}if(t instanceof P){const i=2*e.x-e.y-e.z;return Math.abs(i)>.01?this.createShape(new R(new d.SphereGeometry(t.radius).scale(e.x,e.y,e.z)),new B(1,1,1)):s.ColliderDesc.ball(t.radius*Math.max(e.x,e.y,e.z))}return t instanceof T?s.ColliderDesc.cylinder(t.height/2*e.y,t.radiusTop*Math.max(e.z,e.x)):t instanceof D?s.ColliderDesc.cone(t.height*e.y,t.radiusBottom/2*Math.max(e.z,e.x)):t instanceof E?s.ColliderDesc.cuboid(t.width/2*e.x,t.height/2*e.y,.001):(console.error("Unsupported shape",t),s.ColliderDesc.cuboid(1,1,1))}createCharacterCollision(){return new s.CharacterCollision}};Q=t([v(),e("design:paramtypes",[F])],Q);export{Q as PhysicsSystem};const X=new B,Y=new d.Quaternion;function Z(t,e){const s=e.getWorldPosition(X),i=e.getWorldQuaternion(Y);t.setTranslation(ot(s),!1),t.setRotation(nt(i),!1)}const J=new B,$=new B(1,1,1),tt=new s.Vector3(0,0,0),et=new s.Vector3(0,0,0),st=new B,it=new d.Vector2;function ot(t){return at(tt,t),tt}function nt(t){return lt(H,t),H}const rt=async()=>{let t=await import("@dimforge/rapier3d-compat");return await t.init(),t};function at(t,e){t.x=e.x,t.y=e.y,t.z=e.z}function lt(t,e){t.x=e.x,t.y=e.y,t.z=e.z,t.w=e.w}function ct(t,e){t.x=e.x,t.y=e.y,t.z=e.z}function dt(t,e){t.x=e.x,t.y=e.y,t.z=e.z,t.w=e.w}function ht(t,e){for(let s=0,i=t.numColliders();s<i;s++){e(t.collider(s))}}const yt=new B,ut=new B,pt=t=>!t.isSensor(),gt=new B;const mt=new s.Ray(new s.Vector3(0,0,0),new s.Vector3(0,1,0));let ft=class extends L{constructor(){super(...arguments),this._active=!0,this.physics=O(Q),this.world=O(k)}set active(t){this._active=t,t?(this.world.scene.remove(this.actor.object),this.physics.setEnabled(this.actor,t)):(this.world.scene.add(this.actor.object),this.physics.setEnabled(this.actor,t))}get active(){return this._active}};ft=t([N()],ft);export function extractFloat32Array(t){const e=t.itemSize,s=t.count,i=new Float32Array(s*e);for(let o=0;o<s;o++)for(let s=0;s<e;s++)i[o*e+s]=t.getComponent(o,s);return i}const wt=new B;function xt(t,e,s,i){return i.set(t.x,t.y,t.z,t.w),s.set(e.x,e.y,e.z),s.applyQuaternion(i),s}export class PhysicsCollider{constructor(t,e){this.collider=t,this.world=e}dispose(){this.world.removeCollider(this.collider,!1)}set mass(t){this.collider.setMass(t)}get mass(){return this.collider.mass()}set friction(t){this.collider.setFriction(t)}get friction(){return this.collider.friction()}set restitution(t){this.collider.setRestitution(t)}get restitution(){return this.collider.restitution()}set density(t){this.collider.setDensity(t)}get density(){return this.collider.density()}set isTrigger(t){this.collider.setSensor(t)}get isTrigger(){return this.collider.isSensor()}set collisionGroups(t){this.collider.setCollisionGroups(t)}get collisionGroups(){return this.collider.collisionGroups()}set enabled(t){this.collider.setEnabled(t)}get enabled(){return this.collider.isEnabled()}}export class PhysicsBody{constructor(t,e){this.body=t,this.world=e}dispose(){this.world.removeRigidBody(this.body)}setEnabled(t){this.body.setEnabled(t)}isEnabled(){return this.body.isEnabled()}getPosition(t){const e=this.body.translation();return t.set(e.x,e.y,e.z),t}setPosition(t){this.body.setTranslation({x:t.x,y:t.y,z:t.z},!0)}getRotation(t){const e=this.body.rotation();return t.set(e.x,e.y,e.z,e.w),t}setRotation(t){this.body.setRotation({x:t.x,y:t.y,z:t.z,w:t.w},!0)}getLinearVelocity(t){const e=this.body.linvel();return t.set(e.x,e.y,e.z),t}setLinearVelocity(t){this.body.setLinvel({x:t.x,y:t.y,z:t.z},!0)}getAngularVelocity(t){const e=this.body.angvel();return t.set(e.x,e.y,e.z),t}setAngularVelocity(t){this.body.setAngvel({x:t.x,y:t.y,z:t.z},!0)}applyImpulse(t,e=!0){this.body.applyImpulse({x:t.x,y:t.y,z:t.z},e)}applyTorqueImpulse(t,e=!0){this.body.applyTorqueImpulse({x:t.x,y:t.y,z:t.z},e)}setNextKinematicTranslation(t){this.body.setNextKinematicTranslation({x:t.x,y:t.y,z:t.z})}setNextKinematicRotation(t){this.body.setNextKinematicRotation({x:t.x,y:t.y,z:t.z,w:t.w})}isDynamic(){return this.body.isDynamic()}isKinematic(){return this.body.isKinematic()}isStatic(){return this.body.isFixed()}sleep(){this.body.sleep()}wakeUp(){this.body.wakeUp()}}/*
2
2
  * Copyright (©) 2023. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -1,5 +1,5 @@
1
- import { ShaderPass } from 'three-stdlib';
2
1
  import { Color } from 'three';
2
+ import { ShaderPass } from 'three-stdlib';
3
3
  export declare class ColorPass extends ShaderPass {
4
4
  private defines;
5
5
  set vignetteEnabled(value: boolean);
@@ -1 +1 @@
1
- {"version":3,"file":"color-pass.d.ts","sourceRoot":"","sources":["../../src/rendering/color-pass.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAA;AAEzC,OAAO,EAAE,KAAK,EAA6B,MAAM,OAAO,CAAA;AAExD,qBAAa,SAAU,SAAQ,UAAU;IAEvC,OAAO,CAAC,OAAO,CAEd;IAED,IAAI,eAAe,CAAC,KAAK,EAAE,OAAO,EAEjC;IACD,IAAI,eAAe,IAHQ,OAAO,CAKjC;IAED,IAAI,iBAAiB,CAAC,KAAK,EAAE,MAAM,EAMlC;IACD,IAAI,iBAAiB,IAPQ,MAAM,CASlC;IAED,IAAI,SAAS,CAAC,KAAK,EAAE,KAAK,EAEzB;IACD,IAAI,SAAS,IAHQ,KAAK,CASzB;IACD,IAAI,kBAAkB,CAAC,KAAK,EAAE,MAAM,EAEnC;IACD,IAAI,kBAAkB,IAHQ,MAAM,CAKnC;IAED,IAAI,WAAW,CAAC,KAAK,EAAE,MAAM,EAG5B;IACD,IAAI,WAAW,IAJQ,MAAM,CAM5B;IAED,IAAI,eAAe,CAAC,KAAK,EAAE,MAAM,EAGhC;IACD,IAAI,eAAe,IAJQ,MAAM,CAMhC;;CAyCF"}
1
+ {"version":3,"file":"color-pass.d.ts","sourceRoot":"","sources":["../../src/rendering/color-pass.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,KAAK,EAAoB,MAAM,OAAO,CAAA;AAC/C,OAAO,EAAE,UAAU,EAAE,MAAM,cAAc,CAAA;AAGzC,qBAAa,SAAU,SAAQ,UAAU;IAEvC,OAAO,CAAC,OAAO,CAEd;IAED,IAAI,eAAe,CAAC,KAAK,EAAE,OAAO,EAEjC;IACD,IAAI,eAAe,IAHQ,OAAO,CAKjC;IAED,IAAI,iBAAiB,CAAC,KAAK,EAAE,MAAM,EAMlC;IACD,IAAI,iBAAiB,IAPQ,MAAM,CASlC;IAED,IAAI,SAAS,CAAC,KAAK,EAAE,KAAK,EAEzB;IACD,IAAI,SAAS,IAHQ,KAAK,CASzB;IACD,IAAI,kBAAkB,CAAC,KAAK,EAAE,MAAM,EAEnC;IACD,IAAI,kBAAkB,IAHQ,MAAM,CAKnC;IAED,IAAI,WAAW,CAAC,KAAK,EAAE,MAAM,EAG5B;IACD,IAAI,WAAW,IAJQ,MAAM,CAM5B;IAED,IAAI,eAAe,CAAC,KAAK,EAAE,MAAM,EAGhC;IACD,IAAI,eAAe,IAJQ,MAAM,CAMhC;;CAyCF"}
@@ -1,4 +1,4 @@
1
- import{ShaderPass as t}from"three-stdlib";import{clamp as e,distance as i,float as n,ifDefApply as r,log as s,mix as u,NodeShaderMaterial as o,pow as l,select as a,smoothstep as m,uniformFloat as c,uniformSampler2d as p,uniformVec3 as f,varyingAttributes as v,vec2 as d,vec3 as T}from"../shader-nodes";import{Color as g,Texture as y,Vector3 as h}from"three";export class ColorPass extends t{set vignetteEnabled(t){this.defines.USE_VIGNETTE=!!t}get vignetteEnabled(){return!!this.defines.USE_VIGNETTE}set vignetteIntensity(t){null!=this.material.uniforms.vignetteIntensity?this.material.uniforms.vignetteIntensity={value:t}:this.material.uniforms.vignetteIntensity.value=t}get vignetteIntensity(){return this.material.uniforms.vignetteIntensity?.value}set colorTint(t){this.uniforms.colorTint.value=t}get colorTint(){const t=this.uniforms.colorTint.value;return t instanceof g?t:(new g).setFromVector3(t)}set colorTintIntensity(t){this.uniforms.colorTintIntensity.value=t}get colorTintIntensity(){return this.uniforms.colorTintIntensity?.value}set temperature(t){this.uniforms.temperature&&(this.uniforms.temperature.value=t)}get temperature(){return this.uniforms.temperature?.value}set temperatureTint(t){this.uniforms.temperatureTint&&(this.uniforms.temperatureTint.value=t)}get temperatureTint(){return this.uniforms.temperatureTint?.value}constructor(){let t=p("tDiffuse",new y).sample(v.uv);const g=f("colorTint",new h(1,1,1)),I=c("colorTintIntensity",1);t=u(t.rgb,t.rgb.multiply(g),I).rgba(1);const E=c("temperature",6500),b=c("temperatureTint",0);t=function(t,i,r){function u(t){const i=t.divide(100),r=a(i.lte(66),n(1),e(n(1.292936186062745).multiply(l(i.subtract(60),-.1332047592)),0,1)),u=a(i.lte(66),e(n(.3900815787690196).multiply(s(i)).subtract(.6318414437886275),0,1),e(n(1.1298908608952942).multiply(l(i.subtract(60),-.0755148492)),0,1)),o=a(i.gte(66),n(1),a(i.lte(19),n(0),e(n(.543206789110196).multiply(s(i.subtract(10))).subtract(1.19625408914),0,1)));return T(r,u,o)}const o=u(e(i,1e3,4e4)),m=e(r,-1,1),c=T(1,n(1).add(m.multiply(.2)),1),p=o.multiply(c),f=p.divideScalar(p.y);return e(t.divide(f),T(0,0,0),T(1,1,1))}(t.rgb,E,b).rgba(1);const S=c("vignetteIntensity",.5),U=d(.5),V=i(v.uv,U),w=t.multiplyScalar(m(.8,.2*.799,V.multiply(S.add(.2))));t=r("USE_VIGNETTE",t,(()=>w));const G=new o({fog:!1,outputEncoding:!1,color:t});super(G),this.defines={USE_VIGNETTE:!1},G.defines=this.defines,G.needsUpdate=!0}}/*
1
+ import{Color as t,Texture as e,Vector3 as i}from"three";import{ShaderPass as n}from"three-stdlib";import{clamp as r,distance as s,float as u,ifDefApply as o,log as l,mix as a,NodeShaderMaterial as m,pow as c,select as p,smoothstep as f,uniformFloat as d,uniformSampler2d as v,uniformVec3 as T,varyingAttributes as g,vec2 as y,vec3 as h}from"../shader-nodes/index.js";export class ColorPass extends n{set vignetteEnabled(t){this.defines.USE_VIGNETTE=!!t}get vignetteEnabled(){return!!this.defines.USE_VIGNETTE}set vignetteIntensity(t){null!=this.material.uniforms.vignetteIntensity?this.material.uniforms.vignetteIntensity={value:t}:this.material.uniforms.vignetteIntensity.value=t}get vignetteIntensity(){return this.material.uniforms.vignetteIntensity?.value}set colorTint(t){this.uniforms.colorTint.value=t}get colorTint(){const e=this.uniforms.colorTint.value;return e instanceof t?e:(new t).setFromVector3(e)}set colorTintIntensity(t){this.uniforms.colorTintIntensity.value=t}get colorTintIntensity(){return this.uniforms.colorTintIntensity?.value}set temperature(t){this.uniforms.temperature&&(this.uniforms.temperature.value=t)}get temperature(){return this.uniforms.temperature?.value}set temperatureTint(t){this.uniforms.temperatureTint&&(this.uniforms.temperatureTint.value=t)}get temperatureTint(){return this.uniforms.temperatureTint?.value}constructor(){let t=v("tDiffuse",new e).sample(g.uv);const n=T("colorTint",new i(1,1,1)),I=d("colorTintIntensity",1);t=a(t.rgb,t.rgb.multiply(n),I).rgba(1);const E=d("temperature",6500),b=d("temperatureTint",0);t=function(t,e,i){function n(t){const e=t.divide(100),i=p(e.lte(66),u(1),r(u(1.292936186062745).multiply(c(e.subtract(60),-.1332047592)),0,1)),n=p(e.lte(66),r(u(.3900815787690196).multiply(l(e)).subtract(.6318414437886275),0,1),r(u(1.1298908608952942).multiply(c(e.subtract(60),-.0755148492)),0,1)),s=p(e.gte(66),u(1),p(e.lte(19),u(0),r(u(.543206789110196).multiply(l(e.subtract(10))).subtract(1.19625408914),0,1)));return h(i,n,s)}const s=n(r(e,1e3,4e4)),o=r(i,-1,1),a=h(1,u(1).add(o.multiply(.2)),1),m=s.multiply(a),f=m.divideScalar(m.y);return r(t.divide(f),h(0,0,0),h(1,1,1))}(t.rgb,E,b).rgba(1);const S=d("vignetteIntensity",.5),U=y(.5),V=s(g.uv,U),w=t.multiplyScalar(f(.8,.2*.799,V.multiply(S.add(.2))));t=o("USE_VIGNETTE",t,(()=>w));const G=new m({fog:!1,outputEncoding:!1,color:t});super(G),this.defines={USE_VIGNETTE:!1},G.defines=this.defines,G.needsUpdate=!0}}/*
2
2
  * Copyright (©) 2023. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -22,6 +22,44 @@ export declare class CollisionShape {
22
22
  restitution?: number;
23
23
  collisionGroup?: number;
24
24
  source?: CollisionShapeSource;
25
+ /**
26
+ * Collision groups are used to control which objects in a physics simulation can collide with each other.
27
+ * Each collision shape can be assigned to one or more groups, and collision filters are used to specify
28
+ * which groups are allowed to interact. This mechanism allows for fine-grained control over collision
29
+ * detection, enabling scenarios such as ignoring collisions between certain types of objects (e.g.,
30
+ * player characters not colliding with each other, or projectiles ignoring their owner).
31
+ *
32
+ * In practice, a collision group is represented as a bitmask (an integer where each bit
33
+ * represents membership in a group). Collision filters then use bitwise operations to determine if
34
+ * two shapes should be tested for collision:
35
+ * - Each shape has a "membership" mask (which groups it belongs to)
36
+ * - Each shape has a "filter" mask (which groups it can collide with)
37
+ * - Two shapes will only collide if:
38
+ * (A.filter & B.membership) !== 0 && (B.filter & A.membership) !== 0
39
+ *
40
+ * Collision groups and filters are combined into a single 32-bit integer called the "collision group".
41
+ * This integer encodes both the group memberships and the filter mask for a collider.
42
+ *
43
+ * The 32 bits are split into two 16-bit sections:
44
+ * - The lower 16 bits (bits 0-15) represent the "memberships" mask: which groups this collider belongs to.
45
+ * - The upper 16 bits (bits 16-31) represent the "filter" mask: which groups this collider can collide with.
46
+ *
47
+ * To construct a collision group integer:
48
+ * collisionGroup = (filterMask << 16) | membershipMask
49
+ *
50
+ * When two colliders interact, Rapier checks:
51
+ * (A.filterMask & B.membershipMask) !== 0 && (B.filterMask & A.membershipMask) !== 0
52
+ *
53
+ * For example, if you want a collider to:
54
+ * - belong to groups 0 and 2 (membershipMask = 0b0000_0000_0000_0101 = 0x0005)
55
+ * - collide with group 1 only (filterMask = 0b0000_0000_0000_0010 = 0x0002)
56
+ * Then, collisionGroup = (0x0002 << 16) | 0x0005 = 0x00020005
57
+ *
58
+ * This allows you to specify both which groups a collider is part of and which groups it can interact with,
59
+ * all in a single integer value.
60
+ *
61
+ */
62
+ withCollisionGroup(collisionGroup: number): this;
25
63
  withRestitution(restitution: number): this;
26
64
  withOffset(vector: Vector3): this;
27
65
  withRotation(rotation: Euler): this;
@@ -1 +1 @@
1
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@@ -1,4 +1,4 @@
1
- import{Euler as s,Mesh as e,Vector3 as t}from"three";export var CollisionShapeSource;!function(s){s[s.custom=0]="custom",s[s.rendered=1]="rendered"}(CollisionShapeSource||(CollisionShapeSource={}));export class CollisionShape{constructor(){this.offset=new t,this.rotation=new s}withRestitution(s){return this.restitution=s,this}withOffset(s){return this.offset.copy(s),this}withRotation(s){return this.rotation.copy(s),this}withDensity(s){return this.density=s,this}withMass(s){return this.mass=s,this}withFriction(s){return this.friction=s,this}static box(s){return new BoxCollisionShape(s)}static plane(s,e){return new PlaneCollisionShape(s,e)}static sphere(s){return new SphereCollisionShape(s)}static cylinder(s,e,t,i,o){return new CylinderCollisionShape(s,e,t,i,o)}static cone(s,e){return new ConeCollisionShape(s,e)}static convexPolyhedron(s){return new ConvexPolyhedronCollisionShape(s)}static trimesh(s){return new TrimeshCollisionShape(s)}static mesh(s){return new MeshCollisionShape(s)}static capsule(s,e){return new CapsuleCollisionShape(s,e)}}export class BoxCollisionShape extends CollisionShape{constructor(s){super(),this.dimensions=s}}export class PlaneCollisionShape extends CollisionShape{constructor(s,e){super(),this.width=s,this.height=e}}export class SphereCollisionShape extends CollisionShape{constructor(s){super(),this.radius=s}}export class CylinderCollisionShape extends CollisionShape{constructor(s,e,t,i,o){super(),this.radiusTop=s,this.radiusBottom=e,this.height=t,this.segments=i,this.orentation=o}}export class ConeCollisionShape extends CollisionShape{constructor(s,e){super(),this.radiusBottom=s,this.height=e}}export class ConvexPolyhedronCollisionShape extends CollisionShape{constructor(s){super(),this.mesh=s}}export class TrimeshCollisionShape extends CollisionShape{constructor(s){super(),this.geometry=s}}export class MeshCollisionShape extends CollisionShape{constructor(s){super(),this.geometry=s}}export class CapsuleCollisionShape extends CollisionShape{constructor(s,e){super(),this.length=s,this.radius=e}}export class PhysicalShapeMesh extends e{constructor(s,e,t,i){super(s,e),this.collisionShape=t,this.physics=i,this.isPhysicalShapeMesh=!0}}/*
1
+ import{Euler as s,Mesh as e,Vector3 as t}from"three";export var CollisionShapeSource;!function(s){s[s.custom=0]="custom",s[s.rendered=1]="rendered"}(CollisionShapeSource||(CollisionShapeSource={}));export class CollisionShape{constructor(){this.offset=new t,this.rotation=new s}withCollisionGroup(s){return this.collisionGroup=s,this}withRestitution(s){return this.restitution=s,this}withOffset(s){return this.offset.copy(s),this}withRotation(s){return this.rotation.copy(s),this}withDensity(s){return this.density=s,this}withMass(s){return this.mass=s,this}withFriction(s){return this.friction=s,this}static box(s){return new BoxCollisionShape(s)}static plane(s,e){return new PlaneCollisionShape(s,e)}static sphere(s){return new SphereCollisionShape(s)}static cylinder(s,e,t,i,o){return new CylinderCollisionShape(s,e,t,i,o)}static cone(s,e){return new ConeCollisionShape(s,e)}static convexPolyhedron(s){return new ConvexPolyhedronCollisionShape(s)}static trimesh(s){return new TrimeshCollisionShape(s)}static mesh(s){return new MeshCollisionShape(s)}static capsule(s,e){return new CapsuleCollisionShape(s,e)}}export class BoxCollisionShape extends CollisionShape{constructor(s){super(),this.dimensions=s}}export class PlaneCollisionShape extends CollisionShape{constructor(s,e){super(),this.width=s,this.height=e}}export class SphereCollisionShape extends CollisionShape{constructor(s){super(),this.radius=s}}export class CylinderCollisionShape extends CollisionShape{constructor(s,e,t,i,o){super(),this.radiusTop=s,this.radiusBottom=e,this.height=t,this.segments=i,this.orentation=o}}export class ConeCollisionShape extends CollisionShape{constructor(s,e){super(),this.radiusBottom=s,this.height=e}}export class ConvexPolyhedronCollisionShape extends CollisionShape{constructor(s){super(),this.mesh=s}}export class TrimeshCollisionShape extends CollisionShape{constructor(s){super(),this.geometry=s}}export class MeshCollisionShape extends CollisionShape{constructor(s){super(),this.geometry=s}}export class CapsuleCollisionShape extends CollisionShape{constructor(s,e){super(),this.length=s,this.radius=e}}export class PhysicalShapeMesh extends e{constructor(s,e,t,i){super(s,e),this.collisionShape=t,this.physics=i,this.isPhysicalShapeMesh=!0}}/*
2
2
  * Copyright (©) 2023. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -1,4 +1,4 @@
1
- import{abs as t,inverse as r,min as o,smoothstep as e,uniforms as a,varying as c,vec4 as l}from"three-shader-graph";import{depthNormal as p,depthWorldPosition as x}from"./depth";const d=c(r(a.instanceMatrix.multiply(a.modelMatrix))),i=d.multiplyVec(l(x,1)).xyz;export const decalNormal=d.multiplyVec(l(p,0)).xyz;export const decalDiscard=t(i.x).gt(.5).or(t(i.y).gt(.5)).or(t(i.z).gt(.5));export const decalUV=i.xz.addScalar(.5);export const decalAlpha=o(e(.5,.4,t(i.x)),o(e(.5,.4,t(i.y)),e(.5,.4,t(i.z))));/*
1
+ import{abs as t,inverse as r,min as o,smoothstep as e,uniforms as a,varying as c,vec4 as l}from"three-shader-graph";import{depthNormal as p,depthWorldPosition as x}from"./depth.js";const d=c(r(a.instanceMatrix.multiply(a.modelMatrix))),i=d.multiplyVec(l(x,1)).xyz;export const decalNormal=d.multiplyVec(l(p,0)).xyz;export const decalDiscard=t(i.x).gt(.5).or(t(i.y).gt(.5)).or(t(i.z).gt(.5));export const decalUV=i.xz.addScalar(.5);export const decalAlpha=o(e(.5,.4,t(i.x)),o(e(.5,.4,t(i.y)),e(.5,.4,t(i.z))));/*
2
2
  * Copyright (©) 2023. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@hology/core",
3
- "version": "0.0.117",
3
+ "version": "0.0.119",
4
4
  "description": "",
5
5
  "main": "dist/index.js",
6
6
  "type": "module",
@@ -168,7 +168,7 @@
168
168
  "dependencies": {
169
169
  "@babel/runtime": "^7.24.8",
170
170
  "@dimforge/rapier3d-compat": "^0.14.0",
171
- "@hology/nebula": "^0.0.117",
171
+ "@hology/nebula": "^0.0.119",
172
172
  "@plumier/reflect": "^1.1.0",
173
173
  "@recast-navigation/three": "^0.35.2",
174
174
  "recast-navigation": "^0.35.2",