@hology/core 0.0.210 → 0.0.212

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Files changed (129) hide show
  1. package/dist/effects/sequence/sequence-player.js +1 -1
  2. package/dist/effects/vfx/initializsers.d.ts +8 -1
  3. package/dist/effects/vfx/initializsers.js +1 -1
  4. package/dist/effects/vfx/vfx-collision-behaviour.js +1 -1
  5. package/dist/effects/vfx/vfx-defs.d.ts +10 -1
  6. package/dist/effects/vfx/vfx-defs.js +1 -1
  7. package/dist/effects/vfx/vfx-materializer.js +1 -1
  8. package/dist/effects/vfx/vfx-renderers.d.ts +1 -0
  9. package/dist/effects/vfx/vfx-renderers.js +1 -1
  10. package/dist/gameplay/actors/actor.d.ts +23 -1
  11. package/dist/gameplay/actors/actor.js +1 -1
  12. package/dist/gameplay/actors/builtin/components/character/character-animation.js +1 -1
  13. package/dist/gameplay/actors/builtin/components/character/character-movement-like.d.ts +23 -0
  14. package/dist/gameplay/actors/builtin/components/character/character-movement-like.js +4 -0
  15. package/dist/gameplay/actors/builtin/components/character/character-movement-policy.d.ts +26 -0
  16. package/dist/gameplay/actors/builtin/components/character/character-movement-policy.js +4 -0
  17. package/dist/gameplay/actors/builtin/components/character/character-movement.d.ts +145 -55
  18. package/dist/gameplay/actors/builtin/components/character/character-movement.js +1 -1
  19. package/dist/gameplay/actors/builtin/components/character/net-character-movement-protocol.d.ts +125 -0
  20. package/dist/gameplay/actors/builtin/components/character/net-character-movement-protocol.js +4 -0
  21. package/dist/gameplay/actors/builtin/components/character/old-character-movement.d.ts +100 -0
  22. package/dist/gameplay/actors/builtin/components/character/old-character-movement.js +4 -0
  23. package/dist/gameplay/actors/builtin/components/index.d.ts +2 -0
  24. package/dist/gameplay/actors/builtin/components/index.js +1 -1
  25. package/dist/gameplay/actors/builtin/navmesh-actor.js +1 -1
  26. package/dist/gameplay/actors/camera/third-person-camera-component.d.ts +3 -0
  27. package/dist/gameplay/actors/camera/third-person-camera-component.js +1 -1
  28. package/dist/gameplay/actors/component.js +1 -1
  29. package/dist/gameplay/actors/controller/actor-controller.d.ts +16 -0
  30. package/dist/gameplay/actors/controller/actor-controller.js +4 -0
  31. package/dist/gameplay/actors/factory.d.ts +3 -0
  32. package/dist/gameplay/actors/factory.js +1 -1
  33. package/dist/gameplay/actors/index.d.ts +4 -0
  34. package/dist/gameplay/actors/index.js +1 -1
  35. package/dist/gameplay/actors/internal/component-init.js +1 -1
  36. package/dist/gameplay/ai/behavior-tree/move.d.ts +2 -2
  37. package/dist/gameplay/index.d.ts +3 -1
  38. package/dist/gameplay/index.js +1 -1
  39. package/dist/gameplay/initiate.d.ts +4 -0
  40. package/dist/gameplay/initiate.js +1 -1
  41. package/dist/gameplay/net/browser/index.d.ts +147 -0
  42. package/dist/gameplay/net/browser/index.js +4 -0
  43. package/dist/gameplay/net/index.d.ts +7 -0
  44. package/dist/gameplay/net/index.js +4 -0
  45. package/dist/gameplay/net/net-connection.d.ts +25 -0
  46. package/dist/gameplay/net/net-connection.js +4 -0
  47. package/dist/gameplay/net/net-session.d.ts +70 -0
  48. package/dist/gameplay/net/net-session.js +4 -0
  49. package/dist/gameplay/net/service/net-actor-role.d.ts +12 -0
  50. package/dist/gameplay/net/service/net-actor-role.js +4 -0
  51. package/dist/gameplay/net/service/net-decorator.d.ts +29 -0
  52. package/dist/gameplay/net/service/net-decorator.js +4 -0
  53. package/dist/gameplay/net/service/net-serializer.d.ts +15 -0
  54. package/dist/gameplay/net/service/net-serializer.js +4 -0
  55. package/dist/gameplay/net/service/net-service.d.ts +171 -0
  56. package/dist/gameplay/net/service/net-service.js +4 -0
  57. package/dist/gameplay/net/service/net-utils.d.ts +8 -0
  58. package/dist/gameplay/net/service/net-utils.js +4 -0
  59. package/dist/gameplay/net/service/replication.d.ts +31 -0
  60. package/dist/gameplay/net/service/replication.js +4 -0
  61. package/dist/gameplay/net/service/rpc-decorator.d.ts +21 -0
  62. package/dist/gameplay/net/service/rpc-decorator.js +4 -0
  63. package/dist/gameplay/net/service/rpc.d.ts +35 -0
  64. package/dist/gameplay/net/service/rpc.js +4 -0
  65. package/dist/gameplay/services/asset-loader.d.ts +3 -2
  66. package/dist/gameplay/services/asset-loader.js +1 -1
  67. package/dist/gameplay/services/physics/abstract-physics-system.d.ts +1 -1
  68. package/dist/gameplay/services/physics/physics-system.d.ts +4 -2
  69. package/dist/gameplay/services/physics/physics-system.js +1 -1
  70. package/dist/gameplay/services/world.d.ts +13 -2
  71. package/dist/gameplay/services/world.js +1 -1
  72. package/dist/rendering/color-pass.js +1 -1
  73. package/dist/rendering.d.ts +2 -0
  74. package/dist/rendering.js +1 -1
  75. package/dist/scene/asset-resource-loader.js +1 -1
  76. package/dist/scene/batched-mesh-2.d.ts +9 -0
  77. package/dist/scene/batched-mesh-2.js +1 -1
  78. package/dist/scene/bootstrap.d.ts +2 -0
  79. package/dist/scene/bootstrap.js +1 -1
  80. package/dist/scene/custom-param-runtime-types.js +1 -1
  81. package/dist/scene/landscape/landscape-manager.d.ts +2 -1
  82. package/dist/scene/landscape/landscape-manager.js +1 -1
  83. package/dist/scene/materializer.d.ts +50 -1
  84. package/dist/scene/materializer.js +1 -1
  85. package/dist/scene/model.d.ts +2 -0
  86. package/dist/scene/scatter/painted-scatter-manager.d.ts +45 -0
  87. package/dist/scene/scatter/painted-scatter-manager.js +4 -0
  88. package/dist/scene/scatter/scatter-limits.d.ts +2 -0
  89. package/dist/scene/scatter/scatter-limits.js +4 -0
  90. package/dist/scene/scatter/surface-scatter-manager.js +1 -1
  91. package/dist/scene/storage/storage.d.ts +1 -1
  92. package/dist/scene/storage/storage.js +1 -1
  93. package/dist/shader/builtin/standard-shader.js +1 -1
  94. package/dist/shader/builtin/toon-shader.js +1 -1
  95. package/dist/shader/builtin/unlit-shader.js +1 -1
  96. package/dist/shader/color-layer.js +1 -1
  97. package/dist/shader/graph/compiler.d.ts +7 -4
  98. package/dist/shader/graph/compiler.js +1 -1
  99. package/dist/shader/graph/model.d.ts +1 -1
  100. package/dist/shader/graph/model.js +1 -1
  101. package/dist/shader/graph/parameters.js +1 -1
  102. package/dist/shader/parameter.d.ts +1 -1
  103. package/dist/shader/parameter.js +1 -1
  104. package/dist/shader/sprite-shader.js +1 -1
  105. package/dist/shader-nodes/depth.js +1 -1
  106. package/dist/shader-nodes/scene-sample.js +1 -1
  107. package/dist/test/batched-mesh-2.test.d.ts +2 -0
  108. package/dist/test/batched-mesh-2.test.js +4 -0
  109. package/dist/test/browser-net-session.test.d.ts +2 -0
  110. package/dist/test/browser-net-session.test.js +4 -0
  111. package/dist/test/first-person-camera-component.test.js +1 -1
  112. package/dist/test/net-character-movement.test.d.ts +2 -0
  113. package/dist/test/net-character-movement.test.js +4 -0
  114. package/dist/test/net-property-snapshot.test.d.ts +2 -0
  115. package/dist/test/net-property-snapshot.test.js +4 -0
  116. package/dist/test/painted-scatter-manager.test.d.ts +2 -0
  117. package/dist/test/painted-scatter-manager.test.js +4 -0
  118. package/dist/test/runtime-param-type-inference.test.js +1 -1
  119. package/dist/test/sequence-animation-retiming.test.js +1 -1
  120. package/dist/test/sequence-post-process.test.js +1 -1
  121. package/dist/test/shader-graph.test.js +1 -1
  122. package/dist/test/vfx-random-color-initializer.test.d.ts +2 -0
  123. package/dist/test/vfx-random-color-initializer.test.js +4 -0
  124. package/dist/test/world-prefab-spawn.test.d.ts +2 -0
  125. package/dist/test/world-prefab-spawn.test.js +4 -0
  126. package/dist/utils/three/placeholder-texture.d.ts +3 -0
  127. package/dist/utils/three/placeholder-texture.js +4 -0
  128. package/package.json +10 -2
  129. package/tsconfig.tsbuildinfo +1 -1
@@ -0,0 +1,171 @@
1
+ import { ActorOptions, BaseActor } from '../../actors/actor';
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+ import { ActorComponent } from '../../actors/component';
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+ import { NetConnection } from '../net-connection';
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+ import { NetMode, NetSession } from '../net-session';
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+ import { ReplOn } from "./replication";
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+ import { RunsOn } from './rpc';
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+ export declare class NetService {
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+ session?: NetSession;
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+ /**
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+ * For connection ownership to be determined, actors have
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+ * to be registerd with their owning connection.
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+ * You might just have a single actor per player with a connection.
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+ * For many games, most actors are owned by the server. The player might
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+ * just have a single playable character as its owned actor.
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+ * For example, if the character enters a car, the player should start controlling
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+ * that car and the car's ownership should be to the player.
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+ * A player controller migth be a good solution for this because
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+ * we need to somehow inform the client that it entered the car?
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+ * This could be done on the player character as well though and the client
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+ * will need to check if the player character is in a car and adjust the input controls
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+ * and camera accordingly.
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+ *
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+ * Spawning controllers from the server might also be a solution.
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+ * You can then define inputs on the client when the game starts using the input service.
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+ * This might be a nice abstraction but it is not required.
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+ *
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+ * When the server spawns a player character or controller, it will set the
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+ * connection on the NetService.
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+ */
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+ private readonly actorConnection;
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+ private destroyed;
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+ get mode(): NetMode;
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+ private world;
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+ private serializer;
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+ private serverTimeOffset;
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+ /**
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+ * Convenience function to check if mode === NetworkRole.client
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+ */
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+ get isClient(): boolean;
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+ /**
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+ * Convenience function to check if you are authoritative
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+ */
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+ get isServer(): boolean;
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+ /**
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+ * Convenience function to check if mode === NetworkRole.dedicatedServer
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+ */
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+ get isDedicatedServer(): boolean;
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+ /**
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+ * A queue of messages is kept for recently spawned actors so
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+ * any RPC or property replication on this actor is not sent
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+ * until we got a confirmation on the client that the actor is spawned.
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+ *
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+ * This is not perfect though.
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+ * If a message contains a reference to an actor
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+ */
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+ private actorPreSpawnMessageBuffer;
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+ /**
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+ * If we receive a message with a reference to an actor
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+ * that currently does not exist, we should queue it.
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+ * This can happen if the server sends an RPC or property replication
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+ * for an actor that we have not yet finished spawning.
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+ * This is only relevant for reliable messages.
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+ */
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+ private actorRefMissingMessageQueue;
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+ private netStartupActorSpawnQueue;
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+ private spawningActorNetIds;
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+ start(): void;
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+ stop(): void;
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+ private configureMaterializedActorRole;
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+ shouldReplicate(actor: BaseActor): boolean;
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+ setReplicate(actor: BaseActor, replicate: any): void;
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+ /**
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+ * Ensure that we only replicate an actor for spawn, properties and RPC
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+ * to connections for which it is relevant. This includes checking
75
+ * if it is only relevant to owner and possibly other relevancy
76
+ * logic.
77
+ * @param actor
78
+ * @param connection
79
+ * @returns
80
+ */
81
+ isRelevant(actor: BaseActor, connection: NetConnection): boolean;
82
+ getRelevancyOptions(actor: BaseActor): Partial<ActorOptions['relevancy']> | undefined;
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+ /**
84
+ * Actors are normally sent to clients as soon as they
85
+ * are spawned on the server. If a client joins after this
86
+ * has happened, then they have to know which ones to spawn.
87
+ */
88
+ private spawnOnLateClient;
89
+ private processMessages;
90
+ private processMessage;
91
+ private processServerTime;
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+ private getActorRefMissingMessageQueue;
93
+ private processRpc;
94
+ private processProp;
95
+ private processPropSnapshot;
96
+ private applyReplicatedProperties;
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+ private processSpawn;
98
+ private readOptionalSceneId;
99
+ private findMaterializedNetStartupActor;
100
+ private applySpawnNetInfo;
101
+ private getNetStartupActorSpawnQueue;
102
+ private processQueuedNetStartupActorSpawns;
103
+ private processQueuedActorMessages;
104
+ sendActorReady(actor: BaseActor): void;
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+ /**
106
+ * Processes an actor ready message from a client.
107
+ * @param from The connection the message is from.
108
+ * @param buffer The message buffer.
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+ */
110
+ private processActorReady;
111
+ sendRpc(runsOn: RunsOn, reliable: boolean, actor: BaseActor, fname: string, args: any[], component?: ActorComponent): void;
112
+ private sendWithQueue;
113
+ private findQueuedActorsInData;
114
+ handlePropertySet(replOn: ReplOn, reliable: boolean, actor: BaseActor, property: string, value: unknown, component?: ActorComponent): void;
115
+ sendProperty(replOn: ReplOn, reliable: boolean, actor: BaseActor, property: string, propertyBuffer: ArrayBufferLike, component?: ActorComponent): void;
116
+ private nextNetId;
117
+ /**
118
+ * Generate a uniqe id for the network to be used for replication and
119
+ * to not collide with the existing actor id
120
+ */
121
+ private defineNetId;
122
+ private shouldReplicateMap;
123
+ private replicatedActors;
124
+ private replicatedProperties;
125
+ private replicatedPropertyRegistry;
126
+ sendActorSpawn(actor: BaseActor, connections?: NetConnection[]): void;
127
+ /**
128
+ * Sends a message to remove an actor with the given id to all relevant connections.
129
+ * @param actor The actor to remove.
130
+ */
131
+ sendActorRemove(actor: BaseActor): void;
132
+ /**
133
+ * Processes a remove actor message.
134
+ * @param from The connection the message is from.
135
+ * @param buffer The message buffer.
136
+ */
137
+ private processRemoveActor;
138
+ setOwningConnection(actor: BaseActor, connection: NetConnection): void;
139
+ getOwningConnection(actor: BaseActor): NetConnection;
140
+ getActorsByOwningConnection(connection: NetConnection): BaseActor[];
141
+ private isLocallyControlled;
142
+ /**
143
+ * See if an actor is locally owned.
144
+ * This relies on role and player controller
145
+ */
146
+ isLocalOwner(actor: BaseActor): boolean;
147
+ /**
148
+ * Sends the current server time (Date.now()) to the specified NetConnection.
149
+ * The time is sent as an 8-byte (BigInt) value.
150
+ */
151
+ sendServerTime(connection: NetConnection): void;
152
+ /**
153
+ * Parses a server time message buffer and returns the timestamp (number).
154
+ * Expects the buffer to be at least 9 bytes: 1 byte type, 8 bytes timestamp.
155
+ */
156
+ parseServerTime(buffer: ArrayBufferLike): number;
157
+ private getConnectionKey;
158
+ private getPreSpawnMessageQueue;
159
+ private shouldQueueMessageUntilActorReady;
160
+ private isPropertyMessage;
161
+ private getReplicatedPropertyKey;
162
+ private sendPropertySnapshot;
163
+ private buildPropertySnapshotEntries;
164
+ private shouldReplicatePropertyToConnection;
165
+ private readReplicatedPropertyValue;
166
+ private createPropertySnapshotBuffer;
167
+ private decodeReplicatedValue;
168
+ private applyReplicatedProperty;
169
+ private callRepNotify;
170
+ }
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+ //# sourceMappingURL=net-service.d.ts.map
@@ -0,0 +1,4 @@
1
+ import{__decorate as e}from"tslib";import{delay as t,interval as n,Subject as r,takeUntil as s,tap as o}from"rxjs";import{Euler as i,Vector3 as c}from"three";import{Service as a}from"typedi";import{$actorOptions as l,BaseActor as d,getActorClassById as p}from"../../actors/actor";import{ActorComponent as u}from"../../actors/component";import{$actorComponents as f}from"../../actors/internal/component-init";import{inject as h}from"../../inject";import{World as g}from"../../services/world";import{NetMode as y}from"../net-session";import{NetRole as w}from"./net-actor-role";import{DecodeResult as m,NetSerializer as v}from"./net-serializer";import{isSignalLike as A}from"./net-utils";import{ReplOn as b}from"./replication";import{getRpcMethodId as R,getRpcMethodName as _,RunsOn as S}from"./rpc";import{ActorController as U,BasePlayerController as M}from"../../actors/controller/actor-controller";import{makePropertyReplicated as C}from"./net-decorator";var P;!function(e){e[e.rpc=1]="rpc",e[e.prop=2]="prop",e[e.spawn=3]="spawn",e[e.removeActor=4]="removeActor",e[e.rpcComponent=5]="rpcComponent",e[e.propComponent=6]="propComponent",e[e.rpcBinary=21]="rpcBinary",e[e.rpcComponentBinary=25]="rpcComponentBinary",e[e.actorReady=7]="actorReady",e[e.propSnapshot=8]="propSnapshot",e[e.serverTime=100]="serverTime"}(P||(P={}));var $;!function(e){e[e.actor=0]="actor",e[e.component=1]="component"}($||($={}));let L=class{constructor(){this.actorConnection=new Map,this.destroyed=new r,this.world=h(g),this.serializer=h(v),this.serverTimeOffset=0,this.actorPreSpawnMessageBuffer=new Map,this.actorRefMissingMessageQueue=new Map,this.netStartupActorSpawnQueue=new Map,this.spawningActorNetIds=new Set,this.nextNetId=1,this.shouldReplicateMap=new Map,this.replicatedActors=new Map,this.replicatedProperties=new Map,this.replicatedPropertyRegistry=new Map}get mode(){return this.session?.mode??y.none}get isClient(){return this.mode===y.client}get isServer(){return this.mode<y.client}get isDedicatedServer(){return this.mode===y.dedicatedServer}start(){if(this.stop(),this.destroyed=new r,this.isServer)for(const e of this.session.clients)this.sendServerTime(e);n(15).pipe(s(this.destroyed)).subscribe(()=>{this.processMessages()}),this.world.actorAdded.pipe(s(this.destroyed),o(e=>{this.configureMaterializedActorRole(e),this.isServer?this.defineNetId(e):this.processQueuedNetStartupActorSpawns(e)}),t(8)).subscribe(e=>{this.shouldReplicate(e)&&(C(e,"owner",this,!0,b.all),this.sendActorSpawn(e))}),this.world.actorRemoved.pipe(s(this.destroyed),t(10)).subscribe(e=>{this.sendActorRemove(e),this.replicatedActors.delete(e),this.replicatedProperties.delete(e),this.replicatedPropertyRegistry.delete(e),this.actorPreSpawnMessageBuffer.delete(e)}),this.session.playerJoined.pipe(s(this.destroyed)).subscribe(e=>{this.sendServerTime(e),this.isServer&&this.replicatedActors.size>0&&this.spawnOnLateClient(e)})}stop(){this.destroyed.next(null),this.destroyed.complete()}configureMaterializedActorRole(e){null!=e.__netSceneId&&this.mode!==y.none&&(this.shouldReplicate(e)?e.netRole=this.isServer?w.authority:w.simulatedProxy:this.isServer||(e.netRole=w.none))}shouldReplicate(e){const t=this.shouldReplicateMap.get(e);if(null==t){const t=e.constructor[l],n=!0===t?.replicate;return this.shouldReplicateMap.set(e,n),n}return!0===t}setReplicate(e,t){this.shouldReplicateMap.set(e,t)}isRelevant(e,t){const n=this.getRelevancyOptions(e);return!(!0===n?.ownerOnly)||this.resolveActorConnection(e)?.id===t.id}getRelevancyOptions(e){return e.constructor[l].relevancy}spawnOnLateClient(e){const t=[e];for(const e of this.replicatedActors.keys())this.sendActorSpawn(e,t)}async processMessages(){const e=this.session.hasMessage();for(let t=0;t<e;t++){const e=this.session.readMessage();null!=e&&await this.processMessage(e)}}async processMessage(e){try{switch(new DataView(e.buffer).getUint8(0)){case P.rpc:case P.rpcComponent:case P.rpcBinary:case P.rpcComponentBinary:this.processRpc(e.from,e.buffer);break;case P.prop:case P.propComponent:this.processProp(e.from,e.buffer);break;case P.propSnapshot:this.processPropSnapshot(e.from,e.buffer);break;case P.spawn:await this.processSpawn(e.from,e.buffer);break;case P.removeActor:this.processRemoveActor(e.from,e.buffer);break;case P.serverTime:this.processServerTime(e.from,e.buffer);break;case P.actorReady:this.processActorReady(e.from,e.buffer)}}catch(e){console.error("Failed to process message",e)}}processServerTime(e,t){if(this.isServer||this.session.server?.id!==e.id)return;const n=this.parseServerTime(t);this.serverTimeOffset=Date.now()-n}getActorRefMissingMessageQueue(e){let t=this.actorRefMissingMessageQueue.get(e);return null==t&&(t=[],this.actorRefMissingMessageQueue.set(e,t)),t}processRpc(e,t){let n=0;const r=new DataView(t),s=r.getUint8(n);n+=1;const o=r.getUint32(n,!0);n+=4;const i=r.getUint8(n);n+=1;const c=s===P.rpcBinary||s===P.rpcComponentBinary;let a,l,d="";if(c){const e=r.getUint32(n,!0);n+=4,l=new Uint8Array(t,n,e),n+=e}else{const e=r.getUint16(n,!0);n+=2,d=O(t,n,e),n+=e;try{a=this.serializer.decode(d,F)}catch(e){return void console.warn("Failed to parse RPC args JSON",d,e)}}if(!c&&F.error){if(null!=F.missingActorId){const n=this.getActorRefMissingMessageQueue(F.missingActorId);console.debug(`Missing referenced actor ${F.missingActorId}. Queueing message for later`),n.push({from:e,buffer:t})}else console.log("Unknown decode error",d);return}const p=this.world.actors.find(e=>e.__netid===o);if(null==p){return this.getActorRefMissingMessageQueue(o).push({from:e,buffer:t}),void console.debug(`Missing actor ${o}. Queueing message for later`)}let u;if(s===P.rpcComponent||s===P.rpcComponentBinary){const e=r.getUint8(n),t=p[f];if(null!=t&&(u=t.find(t=>t.__netid===e)),null==u)return void console.error(`RPC failed: Failed to find component with netid ${e} on actor with netid ${o}`)}if(this.isServer){if(!this.session.clients.some(t=>t.id==e.id))return void console.warn("Received RCP from non client");const t=this.resolveActorConnection(p);if(null==t)return void console.error("Received server RPC for actor without owner which can't be processed");if(t.id!==e.id)return void console.warn(`Received RPC for actor net id ${p.__netid} from connection ${e.id}, but this connection is not the owner. Can't process.`)}else{if(!(this.session.server?.id===e.id))return void console.warn("Received RCP from non server which is not allowed")}const h=u??p,g=_(h,i);if(null!=g)if("function"==typeof h[g])if(c)h[g](l);else{if(F.requiresAssetLookups)return this.serializer.decodeAssets(a).then(e=>{h[g](...e)}).catch(e=>{console.warn(`Failed to decode asset references for RPC '${g}' on actor net id ${p.__netid}`,e)});h[g](...a)}else console.error(`RPC function '${g}' not found on actor net id ${p.__netid}`+(null!=u?` and component net id ${u.__netid}`:""));else console.error(`RPC method id ${i} not found on actor net id ${p.__netid}`+(null!=u?` and component net id ${u.__netid}`:""))}processProp(e,t){if(this.session.server?.id!==e.id)return void console.warn(`Received property replication from non-server connection (id: ${e.id}), ignoring.`);let n=0;const r=new DataView(t),s=r.getUint8(n);n+=1;const o=r.getUint32(n,!0);n+=4;const i=r.getUint8(n);n+=1;let c="";for(let e=0;e<i;e++)c+=String.fromCharCode(r.getUint8(n+e));n+=i;const a=r.getUint16(n,!0);n+=2;const l=t.slice(n,n+a);n+=a;const d=this.world.actors.find(e=>e.__netid===o);if(!d){return this.getActorRefMissingMessageQueue(o).push({from:e,buffer:t}),void console.error("Failed to process property replication. No actor found with id",o,c)}let p;if(s===P.propComponent){const e=r.getUint8(n),t=d[f];if(null!=t&&(p=t.find(t=>t.__netid===e)),null==p)return void console.error(`Failed to find component with netid ${e} on actor with netid ${o}`)}const u=p??d;try{const n=this.decodeReplicatedValue(l);if(F.error){if(null!=F.missingActorId){let n=this.getActorRefMissingMessageQueue(F.missingActorId);console.debug(`Missing referenced actor ${F.missingActorId}. Queueing message for later`),n.push({from:e,buffer:t})}return}if(F.requiresAssetLookups)return this.serializer.decodeAssets(n).then(e=>{this.applyReplicatedProperty(u,c,e),this.callRepNotify(u,c)}).catch(e=>{console.warn(`Failed to decode asset references for replicated property '${c}' on actor id ${o}`,e)});this.applyReplicatedProperty(u,c,n),this.callRepNotify(u,c)}catch(e){console.warn(`Failed to decode replicated property '${c}' on actor id ${o}`,e)}}processPropSnapshot(e,t){if(this.session.server?.id!==e.id)return void console.warn(`Received property snapshot from non-server connection (id: ${e.id}), ignoring.`);let n=0;const r=new DataView(t);n+=1;const s=r.getUint32(n,!0);n+=4;const o=this.world.actors.find(e=>e.__netid===s);if(null==o){return this.getActorRefMissingMessageQueue(s).push({from:e,buffer:t}),void console.debug(`Missing actor ${s}. Queueing property snapshot for later`)}const i=r.getUint16(n,!0);n+=2;const c=[];for(let a=0;a<i;a++){const i=r.getUint8(n);n+=1;let a=o;if(i===$.component){const e=r.getUint8(n);n+=1;const t=o[f];if(a=t?.find(t=>t.__netid===e),null==a)return void console.error(`Failed to process property snapshot. No component found with netid ${e} on actor with netid ${s}`)}else if(i!==$.actor)return void console.error(`Failed to process property snapshot. Unknown target kind ${i}`);const l=r.getUint8(n);n+=1;let d="";for(let e=0;e<l;e++)d+=String.fromCharCode(r.getUint8(n+e));n+=l;const p=r.getUint32(n,!0);n+=4;const u=t.slice(n,n+p);n+=p;try{const n=this.decodeReplicatedValue(u);if(F.error){if(null!=F.missingActorId){this.getActorRefMissingMessageQueue(F.missingActorId).push({from:e,buffer:t}),console.debug(`Missing referenced actor ${F.missingActorId}. Queueing property snapshot for later`)}else console.warn(`Unknown decode error in property snapshot for actor ${s}`);return}c.push({target:a,property:d,value:n,requiresAssetLookups:F.requiresAssetLookups})}catch(e){return void console.warn(`Failed to decode replicated property snapshot entry '${d}' on actor id ${s}`,e)}}if(c.some(e=>e.requiresAssetLookups))return Promise.all(c.map(async e=>{e.requiresAssetLookups&&(e.value=await this.serializer.decodeAssets(e.value))})).then(()=>{this.applyReplicatedProperties(c)}).catch(e=>{console.warn(`Failed to decode asset references for property snapshot on actor id ${s}`,e)});this.applyReplicatedProperties(c)}applyReplicatedProperties(e){for(const t of e)this.applyReplicatedProperty(t.target,t.property,t.value);for(const t of e)this.callRepNotify(t.target,t.property)}async processSpawn(e,t){if(this.isServer)return;const n=new DataView(t);let r=0;r+=1;const s=n.getUint32(r,!0);r+=4;const o=n.getUint8(r);r+=1;let i="";for(let e=0;e<o;e++)i+=String.fromCharCode(n.getUint8(r+e));r+=o,Q.set(n.getFloat32(r,!0),n.getFloat32(r+4,!0),n.getFloat32(r+8,!0)),r+=12,B.set(n.getFloat32(r,!0),n.getFloat32(r+4,!0),n.getFloat32(r+8,!0)),r+=12;const c=n.getUint8(r);r+=1;const a=n.getUint32(r);r+=4;const l=this.readOptionalSceneId(t,r);console.log("Spawning "+i);const d=p(i);if(!d)return void console.error(`Failed to spawn actor: unknown actor type '${i}'`);const u=this.world.actors.find(e=>e.__netid===s);if(null!=u)return void this.applySpawnNetInfo(u,s,c,a);if(this.spawningActorNetIds.has(s))return void console.log("Actor was already spawned",null!=u);const f=this.findMaterializedNetStartupActor(l,i,s);if(null!=f)return this.applySpawnNetInfo(f,s,c,a),this.processQueuedActorMessages(s),void this.sendActorReady(f);if(null==l){this.spawningActorNetIds.add(s);try{const e=await this.world.spawnActorWithNetInfo(d,s,c,a,Q,B);this.processQueuedActorMessages(s),this.sendActorReady(e)}catch(e){return void console.error("Spawning replicated actor on client failed",e)}finally{this.spawningActorNetIds.delete(s)}}else this.getNetStartupActorSpawnQueue(l).push({from:e,buffer:t})}readOptionalSceneId(e,t){if(t+2>e.byteLength)return;const n=new DataView(e).getUint16(t,!0);return t+=2,0===n||t+n>e.byteLength?void 0:O(e,t,n)}findMaterializedNetStartupActor(e,t,n){if(null!=e)return this.world.actors.find(r=>{if(r.__netSceneId!==e)return!1;if(null!=r.__netid&&r.__netid!==n)return!1;return(r.constructor.__actorId??r.constructor.name)===t})}applySpawnNetInfo(e,t,n,r){if(e.__netid=t,e.netRole=n,0===r)e.owner=void 0;else{const t=this.world.actors.find(e=>e.__netid===r);null!=t&&(e.owner=t)}e instanceof M&&(e.isLocallyControlled=n===w.autonomousProxy)}getNetStartupActorSpawnQueue(e){let t=this.netStartupActorSpawnQueue.get(e);return null==t&&(t=[],this.netStartupActorSpawnQueue.set(e,t)),t}processQueuedNetStartupActorSpawns(e){if(null==e.__netSceneId)return;const t=this.netStartupActorSpawnQueue.get(e.__netSceneId);if(null!=t){this.netStartupActorSpawnQueue.delete(e.__netSceneId);for(const e of t)this.processMessage(e)}}processQueuedActorMessages(e){const t=this.actorRefMissingMessageQueue.get(e);if(null!=t){console.log(`Processing queued messages for actor ${e}`),this.actorRefMissingMessageQueue.delete(e);for(const e of t)this.processMessage(e)}}sendActorReady(e){if(this.mode===y.none)return;if(!e||null==e.__netid)return void console.warn("sendActorReady: actor or actor.__netid is undefined");if(this.isServer)return;const t=new ArrayBuffer(5),n=new DataView(t);let r=0;n.setUint8(r,P.actorReady),r+=1,n.setUint32(r,e.__netid,!0),this.session.server&&this.session.sendMessage(this.session.server,!0,t)}processActorReady(e,t){if(!this.isServer)return;const n=new DataView(t).getUint32(1,!0),r=this.world.actors.find(e=>e.__netid===n);if(!r)return void console.warn(`processActorReady: No actor found with net id ${n}`);const s=this.actorPreSpawnMessageBuffer.get(r),o=this.getConnectionKey(e),i=s?.get(o);if(null!=i){this.sendPropertySnapshot(r,e);const t=i.filter(e=>!this.isPropertyMessage(e.buffer));if(t.length>0){console.log(`Sending ${t.length} queued messages for actor ${r.__netid}`);for(const e of t)this.session.sendMessage(e.connection,e.reliable,e.buffer)}s.delete(o),0===s.size&&this.actorPreSpawnMessageBuffer.delete(r)}}sendRpc(e,t,n,r,s,o){if(this.mode==y.none)return;if(!this.shouldReplicate(n))return;const i=n.__netid;if(null==i)return void console.warn("No __netid defined on actor. Actor must be repliated for RPC");const c=this.resolveActorConnection(n),a=[];if(this.isServer)switch(e){case S.all:a.push(...this.session.clients.filter(e=>this.isRelevant(n,e)));break;case S.client:null!=c&&a.push(c);break;case S.notOwner:a.push(...this.session.clients.filter(e=>e.id!==c?.id&&this.isRelevant(n,e)));case S.server:}else switch(e){case S.all:case S.client:case S.notOwner:break;case S.server:a.push(this.session.server)}if(0==a.length)return;if(null!=o&&null==o.__netid)return void console.warn("No __netid defined on component. Component must be initialized for RPC",o);const l=null!=o,d=o??n,p=R(d,r);if(null==p)return void console.warn(`RPC function '${r}' is not registered on ${d.constructor?.name??"target"}`);const u=1===s.length?function(e){if(e instanceof Uint8Array)return e;if(e instanceof ArrayBuffer)return new Uint8Array(e);if("undefined"!=typeof SharedArrayBuffer&&e instanceof SharedArrayBuffer)return new Uint8Array(e);if(ArrayBuffer.isView(e))return new Uint8Array(e.buffer,e.byteOffset,e.byteLength);return null}(s[0]):null;if(null!=u){let e=10+u.byteLength;l&&(e+=1);const r=new ArrayBuffer(e),s=new DataView(r);let c=0;s.setUint8(c,l?P.rpcComponentBinary:P.rpcBinary),c+=1,s.setUint32(c,i,!0),c+=4,s.setUint8(c,p),c+=1,s.setUint32(c,u.byteLength,!0),c+=4,D(r,c,u),c+=u.byteLength,l&&(s.setUint8(c,o.__netid),c+=1);for(const e of a)null!=e&&this.sendWithQueue(n,{connection:e,reliable:t,buffer:r});return}const f=this.serializer.encode(s),h=I.encode(f);if(h.byteLength>65535)return void console.warn("RPC arguments are too large to send with the JSON RPC format",r);let g=8+h.byteLength;l&&(g+=1);const w=new ArrayBuffer(g),m=new DataView(w);let v=0;m.setUint8(v,l?P.rpcComponent:P.rpc),v+=1,m.setUint32(v,i,!0),v+=4,m.setUint8(v,p),v+=1,m.setUint16(v,h.byteLength,!0),v+=2,D(w,v,h),v+=h.byteLength,l&&(m.setUint8(v,o.__netid),v+=1);for(const e of a)null!=e&&this.sendWithQueue(n,{connection:e,reliable:t,buffer:w})}sendWithQueue(e,t){if(this.shouldQueueMessageUntilActorReady(e,t.connection)){return void this.getPreSpawnMessageQueue(e,t.connection).push(t)}this.session.sendMessage(t.connection,t.reliable,t.buffer)}findQueuedActorsInData(e,t=[]){if("object"==typeof e){if(Array.isArray(e))for(const t of e)this.findQueuedActorsInData(t);if(e instanceof d){this.actorPreSpawnMessageBuffer.get(e)}}}handlePropertySet(e,t,n,r,s,o){if(this.mode==y.none)return;if(!this.isServer)return;if(!this.shouldReplicate(n))return;let i=this.replicatedProperties.get(n);null==i&&(i={},this.replicatedProperties.set(n,i));const c=this.serializer.encode(s),a=I.encode(c),l=a.buffer.slice(a.byteOffset,a.byteOffset+a.byteLength);i[this.getReplicatedPropertyKey(r,o)]={property:r,replOn:e,reliable:t,buffer:l,component:o},this.sendProperty(e,t,n,r,l,o)}sendProperty(e,t,n,r,s,o){if(!this.isServer)return;const i=[],c=this.resolveActorConnection(n);switch(e){case b.all:i.push(...this.session.clients);break;case b.owner:null!=c&&i.push(c);break;case b.notOwner:null==c?i.push(...this.session.clients):i.push(...this.session.clients.filter(e=>e.id!==c.id))}const a=null!=o&&null!=o.__netid;let l=6+r.length+2+s.byteLength;a&&(l+=1);const d=new ArrayBuffer(l),p=new DataView(d);let u=0;p.setUint8(u,a?P.propComponent:P.prop),u+=1,p.setUint32(u,n.__netid,!0),u+=4,p.setUint8(u,r.length),u+=1;for(let e=0;e<r.length;e++)p.setUint8(u++,r.charCodeAt(e));p.setUint16(u,s.byteLength,!0),u+=2,new Uint8Array(d,u,s.byteLength).set(new Uint8Array(s)),u+=s.byteLength,a&&(p.setUint8(u,o.__netid),u+=1);for(const e of i)null!=e&&this.isRelevant(n,e)&&this.sendWithQueue(n,{connection:e,reliable:t,buffer:d})}defineNetId(e){null==e.__netid&&(e.__netid=this.nextNetId++)}registerReplicatedProperty(e,t,n,r,s,o){if(null==n||null==r||null==s)return;let i=this.replicatedPropertyRegistry.get(n);null==i&&(i=[],this.replicatedPropertyRegistry.set(n,i));const c=o??(s instanceof u?s:void 0),a=i.find(e=>e.target===s&&e.property===r);if(null!=a)return a.replOn=e,a.reliable=t,void(a.component=c);i.push({property:r,replOn:e,reliable:t,target:s,component:c})}sendActorSpawn(e,t=this.session.clients){if(!this.isServer)return;const n=t.filter(t=>this.isRelevant(e,t));this.defineNetId(e);const r=e.__netid;let s=e.constructor.__actorId??e.constructor.name;const o=I.encode(s);let i;null!=e.__netSceneId&&(i=I.encode(e.__netSceneId),i.byteLength>65535&&(console.warn(`Scene actor id is too long to replicate as a startup actor: ${e.__netSceneId}`),i=void 0));const c=i?.byteLength??0,a=6+o.length+12+12+1+4+2+c,l=new ArrayBuffer(a),d=new DataView(l);let p=0;d.setUint8(p,P.spawn),p+=1,d.setUint32(p,r,!0),p+=4,d.setUint8(p,o.length),p+=1,new Uint8Array(l).set(o,p),p+=o.length,d.setFloat32(p,e.position.x,!0),p+=4,d.setFloat32(p,e.position.y,!0),p+=4,d.setFloat32(p,e.position.z,!0),p+=4,d.setFloat32(p,e.rotation.x,!0),p+=4,d.setFloat32(p,e.rotation.y,!0),p+=4,d.setFloat32(p,e.rotation.z,!0),p+=4;let u=p;p+=1,d.setUint32(p,e.owner?.__netid??0),p+=4,d.setUint16(p,c,!0),p+=2,null!=i&&(D(l,p,i),p+=i.byteLength);let f=this.replicatedActors.get(e);null==f&&(f={spawnedAt:Date.now(),connections:[]},this.replicatedActors.set(e,f));for(const t of n){const n=l.slice(0),r=new DataView(n),s=this.resolveActorConnection(e)?.id===t.id?w.autonomousProxy:w.simulatedProxy;r.setUint8(u,s),this.getPreSpawnMessageQueue(e,t),this.session.sendMessage(t,!0,n),f.connections.some(e=>e.id===t.id)||f.connections.push(t)}}sendActorRemove(e){if(!this.isServer)return;const t=new ArrayBuffer(5),n=new DataView(t);let r=0;n.setUint8(r,P.removeActor),r+=1,n.setUint32(r,e.__netid,!0);for(const e of this.session.clients)this.session.sendMessage(e,!0,t)}processRemoveActor(e,t){if(this.isServer||this.session.server?.id!==e.id)return;const n=new DataView(t).getUint32(1,!0),r=this.world.actors.find(e=>e.__netid===n);r&&(this.world.removeActor(r),this.replicatedActors?.delete?.(r),this.replicatedProperties?.delete?.(r))}setOwningConnection(e,t){this.actorConnection.set(e.id,t)}getOwningConnection(e){return this.actorConnection.get(e.id)}getActorsByOwningConnection(e){const t=[];return this.actorConnection.forEach((n,r)=>{if(n.id===e.id){const e=this.world.actors.find(e=>e.id===r);null!=e&&t.push(e)}}),t}resolveActorConnection(e){let t;for(;null==t&&null!=e;)t=this.actorConnection.get(e.id),null==t&&(e=e.owner);return t}isLocallyControlled(e){let t=e;for(;null!=t;){if(t.netRole===w.autonomousProxy)return!0;if(t instanceof U)return t.isLocallyControlled;t=e.owner}return!1}isLocalOwner(e){return this.isLocallyControlled(e)}sendServerTime(e){const t=new ArrayBuffer(9),n=new DataView(t);n.setUint8(0,P.serverTime),n.setBigUint64(1,BigInt(Date.now()),!0),this.session.sendMessage(e,!0,t)}parseServerTime(e){const t=new DataView(e).getBigUint64(1,!0);return Number(t)}getConnectionKey(e){return e.id.toString()}getPreSpawnMessageQueue(e,t){let n=this.actorPreSpawnMessageBuffer.get(e);null==n&&(n=new Map,this.actorPreSpawnMessageBuffer.set(e,n));const r=this.getConnectionKey(t);let s=n.get(r);return null==s&&(s=[],n.set(r,s)),s}shouldQueueMessageUntilActorReady(e,t){const n=this.actorPreSpawnMessageBuffer.get(e);return!!n?.has(this.getConnectionKey(t))||this.isServer&&!this.replicatedActors.has(e)&&this.shouldReplicate(e)}isPropertyMessage(e){const t=new DataView(e).getUint8(0);return t===P.prop||t===P.propComponent}getReplicatedPropertyKey(e,t){return null!=t?.__netid?`component:${t.__netid}:${e}`:`actor:${e}`}sendPropertySnapshot(e,t){const n=this.buildPropertySnapshotEntries(e,t);if(0===n.length)return;const r=this.createPropertySnapshotBuffer(e,n);this.session.sendMessage(t,!0,r)}buildPropertySnapshotEntries(e,t){if(!this.isRelevant(e,t))return[];const n=this.replicatedPropertyRegistry.get(e);if(null==n)return[];const r=[];for(const s of n){if(!this.shouldReplicatePropertyToConnection(e,s.replOn,t))continue;if(null!=s.component&&null==s.component.__netid)continue;const n=this.readReplicatedPropertyValue(s),o=this.serializer.encode(n),i=I.encode(o),c=i.buffer.slice(i.byteOffset,i.byteOffset+i.byteLength);r.push({property:s.property,component:s.component,buffer:c})}return r}shouldReplicatePropertyToConnection(e,t,n){const r=this.resolveActorConnection(e);switch(t){case b.all:return!0;case b.owner:return r?.id===n.id;case b.notOwner:return null==r||r.id!==n.id}}readReplicatedPropertyValue(e){const t=e.target[e.property];return A(t)?t.value:t}createPropertySnapshotBuffer(e,t){let n=7;const r=t.map(e=>I.encode(e.property));for(let e=0;e<t.length;e++){const s=t[e];n+=1,null!=s.component&&(n+=1),n+=1+r[e].byteLength+4+s.buffer.byteLength}const s=new ArrayBuffer(n),o=new DataView(s);let i=0;o.setUint8(i,P.propSnapshot),i+=1,o.setUint32(i,e.__netid,!0),i+=4,o.setUint16(i,t.length,!0),i+=2;for(let e=0;e<t.length;e++){const n=t[e],c=r[e],a=null!=n.component;o.setUint8(i,a?$.component:$.actor),i+=1,a&&(o.setUint8(i,n.component.__netid),i+=1),o.setUint8(i,c.byteLength),i+=1,new Uint8Array(s,i,c.byteLength).set(c),i+=c.byteLength,o.setUint32(i,n.buffer.byteLength,!0),i+=4,new Uint8Array(s,i,n.buffer.byteLength).set(new Uint8Array(n.buffer)),i+=n.buffer.byteLength}return s}decodeReplicatedValue(e){let t;if(null!=N)t=N.decode(e);else{t="";const n=new Uint8Array(e);for(let e=0;e<n.length;e++)t+=String.fromCharCode(n[e])}return this.serializer.decode(t,F)}applyReplicatedProperty(e,t,n){A(e[t])?e[t].value=n:e[t]=n}callRepNotify(e,t){const n=e[`onRep_${t}`];"function"==typeof n&&n.call(e)}};L=e([a()],L);export{L as NetService};const Q=new c,B=new i,I=new TextEncoder,N="undefined"!=typeof TextDecoder?new TextDecoder:void 0;function O(e,t,n){const r=new Uint8Array(e,t,n);if(null!=N)return N.decode(r);let s="";for(let e=0;e<r.length;e++)s+=String.fromCharCode(r[e]);return s}function D(e,t,n){new Uint8Array(e,t,n.byteLength).set(n)}const F=new m;/*
2
+ * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
+ * See the LICENSE.md file for details.
4
+ */
@@ -0,0 +1,8 @@
1
+ type SignalDispose = () => void;
2
+ type SignalLike<T = unknown> = {
3
+ subscribe: (fn: (value: T) => void) => SignalDispose;
4
+ value: T;
5
+ };
6
+ export declare function isSignalLike<T = unknown>(value: unknown): value is SignalLike<T>;
7
+ export {};
8
+ //# sourceMappingURL=net-utils.d.ts.map
@@ -0,0 +1,4 @@
1
+ export function isSignalLike(e){return"object"==typeof e&&null!==e&&"function"==typeof e.subscribe&&"value"in e}/*
2
+ * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
+ * See the LICENSE.md file for details.
4
+ */
@@ -0,0 +1,31 @@
1
+ export declare enum ReplOn {
2
+ /**
3
+ * The property will be replicated on all connected clients.
4
+ * This is usually the default behavior.
5
+ */
6
+ all = 0,
7
+ /**
8
+ * The property will be replicated on the owning client and server
9
+ *
10
+ * Example use case:
11
+ * - Information that should be hidden from other players such as
12
+ * remaining ammunition or active spell cooldown but needs to be
13
+ * known by the player and server.
14
+ */
15
+ owner = 1,
16
+ /**
17
+ * The property will be replicated on all clients and server but
18
+ * not the owner.
19
+ *
20
+ * Example use case:
21
+ * - Certain state is already set on the owning client
22
+ * that could for example drive visual effects or sound.
23
+ * We exclude the owner to avoid unnecesary networking and
24
+ * triggering effective twice.
25
+ * - Movement state like isJumping used to control animation state
26
+ * machines, which is likely already set
27
+ * on the owning client for immediate feedback.
28
+ */
29
+ notOwner = 2
30
+ }
31
+ //# sourceMappingURL=replication.d.ts.map
@@ -0,0 +1,4 @@
1
+ export var ReplOn;!function(n){n[n.all=0]="all",n[n.owner=1]="owner",n[n.notOwner=2]="notOwner"}(ReplOn||(ReplOn={}));/*
2
+ * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
+ * See the LICENSE.md file for details.
4
+ */
@@ -0,0 +1,21 @@
1
+ /**
2
+ * Decorator for marking a method as an RPC.
3
+ * @param reliable - If the call on remotes has to happen. Set to false for better performance is ok to lose some calls
4
+ */
5
+ export declare function RunOnServer(reliable?: boolean): any;
6
+ /**
7
+ * Decorator for marking a method as an RPC.
8
+ * @param reliable - If the call on remotes has to happen. Set to false for better performance is ok to lose some calls
9
+ */
10
+ export declare function RunOnClient(reliable?: boolean): any;
11
+ /**
12
+ * Decorator for marking a method as an RPC.
13
+ * @param reliable - If the call on remotes has to happen. Set to false for better performance is ok to lose some calls
14
+ */
15
+ export declare function RunOnNotOwner(reliable?: boolean): any;
16
+ /**
17
+ * Decorator for marking a method as an RPC.
18
+ * @param reliable - If the call on remotes has to happen. Set to false for better performance is ok to lose some calls
19
+ */
20
+ export declare function RunOnAll(reliable?: boolean): any;
21
+ //# sourceMappingURL=rpc-decorator.d.ts.map
@@ -0,0 +1,4 @@
1
+ import{inject as n}from"../../inject";import{NetService as t}from"./net-service";import{registerRpcMethod as e,RunsOn as r}from"./rpc";import{BaseActor as o}from"../../actors/actor";import{NetMode as i}from"../net-session";import{ActorComponent as c}from"../../actors/component";export function RunOnServer(n=!0){return s(r.server,n)}export function RunOnClient(n=!0){return s(r.client,n)}export function RunOnNotOwner(n=!0){return s(r.notOwner,n)}export function RunOnAll(n=!0){return s(r.all,n)}function s(r,o=!0){return function(...i){if(i.length>=3){const[c,s,u]=i,a=u.value,f=s.toString();let p;return e(c,f),u.value=l(a,f,r,o,()=>(p??(p=n(t)),p)),u}const[c,s]=i,u=s.name.toString();let a;return s.addInitializer(function(){e(Object.getPrototypeOf(this),u),a=n(t)}),l(c,u,r,o,()=>(a??(a=n(t)),a))}}function l(n,t,e,s,l){return function(...u){const a=l();if(!(this instanceof o||this instanceof c))return void console.warn("RPC is defined on a non actor");let f,p;if(this instanceof o)f=this;else if(f=this.actor,p=this,null==f)return void console.warn("Can't call RPC on component before actor is set");let m,v=!1;return a.isServer&&(e===r.all||e===r.server||e===r.notOwner&&!a.isLocalOwner(f)&&a.mode===i.listenServer||e===r.client&&!a.isDedicatedServer&&a.isLocalOwner(f))?v=!0:a.isServer||e!==r.all&&e!==r.client&&e!==r.notOwner||(v=!0),v&&(m=n.apply(this,u)),a&&"function"==typeof a.sendRpc?a.sendRpc(e,s,f,t,u,p):console.warn("Net service is not set up",{netService:a}),m}}/*
2
+ * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
+ * See the LICENSE.md file for details.
4
+ */
@@ -0,0 +1,35 @@
1
+ export declare enum RunsOn {
2
+ /**
3
+ * Runs on the owning client if sent from the server.
4
+ * Can be called on client as well and executes locally only.
5
+ *
6
+ * Example use case: correct player position
7
+ */
8
+ client = 0,
9
+ /**
10
+ * Runs on clients (or listen server) if it is not the owner.
11
+ * Can only be called from the server.
12
+ * Does not run on dedicated server.
13
+ *
14
+ * Example use case: playing effects that already were played on the owning client
15
+ */
16
+ notOwner = 1,
17
+ /**
18
+ * Runs on the server when sent from the client.
19
+ * Can be called on the server as well and executes locally only.
20
+ *
21
+ * Example use cases: process user input
22
+ */
23
+ server = 2,
24
+ /**
25
+ * Runs on the server and all clients.
26
+ * If called on a client, it is only executed locally.
27
+ *
28
+ * May be used in combination with checking if not dedicated server
29
+ * to not perform unnecessary work that is purely visual.
30
+ *
31
+ * Example use cases: visual effects, playing sound, synchronize state
32
+ */
33
+ all = 3
34
+ }
35
+ //# sourceMappingURL=rpc.d.ts.map
@@ -0,0 +1,4 @@
1
+ export var RunsOn;!function(e){e[e.client=0]="client",e[e.notOwner=1]="notOwner",e[e.server=2]="server",e[e.all=3]="all"}(RunsOn||(RunsOn={}));const e=Symbol("rpc-method-registry");export function registerRpcMethod(n,o){const r=function(n){const o=Object.prototype.hasOwnProperty.call(n,e)?n[e]:void 0;if(null!=o)return o;const r=t(Object.getPrototypeOf(n)),s={methodNames:null!=r?[...r.methodNames]:[],methodIdsByName:null!=r?new Map(r.methodIdsByName):new Map};return Object.defineProperty(n,e,{value:s}),s}(n),s=r.methodIdsByName.get(o);if(null!=s)return s;if(r.methodNames.length>=256)return void console.warn(`Too many RPC methods registered on ${function(e){return e.constructor?.name??"target"}(n)}. A maximum of 256 methods can be encoded.`);const m=r.methodNames.length;return r.methodNames.push(o),r.methodIdsByName.set(o,m),m}export function getRpcMethodId(e,n){return t(e)?.methodIdsByName.get(n)}export function getRpcMethodName(e,n){return t(e)?.methodNames[n]}function t(t){let n=t;for(;null!=n;){const t=Object.prototype.hasOwnProperty.call(n,e)?n[e]:void 0;if(null!=t)return t;n=Object.getPrototypeOf(n)}}/*
2
+ * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
+ * See the LICENSE.md file for details.
4
+ */
@@ -9,6 +9,7 @@ import { ShaderImpl } from '../../shader/shader.js';
9
9
  import type { ShaderGraphDocument } from '../../shader/graph/model.js';
10
10
  import { Sequence } from '../../effects/sequence/sequence-data.js';
11
11
  import { DataAssetRef } from '../../scene/objects/data-asset.js';
12
+ import { Type } from '../../utils/type.js';
12
13
  export declare class AssetLoader {
13
14
  protected assetResourceLoader: AssetResourceLoader;
14
15
  protected assetService: AssetsProvider;
@@ -49,8 +50,8 @@ export declare class AssetLoader {
49
50
  getTextureByAssetId(id: AssetId): Promise<THREE.Texture>;
50
51
  getSequenceById(id: AssetId): Promise<Sequence>;
51
52
  getSequenceByName(name: string): Promise<Sequence>;
52
- getDataAssetById<T = unknown>(id: AssetId): Promise<DataAssetRef<T> | null>;
53
- getDataAssetByName<T = unknown>(name: string): Promise<DataAssetRef<T> | null>;
53
+ getDataAssetById<T = unknown>(id: AssetId, type?: Type<T>): Promise<DataAssetRef<T> | null>;
54
+ getDataAssetByName<T = unknown>(name: string, type?: Type<T>): Promise<DataAssetRef<T> | null>;
54
55
  getShaderGraphByAssetId(id: AssetId): Promise<ShaderGraphDocument>;
55
56
  prepareShaderGraphParameters(graph: ShaderGraphDocument, params?: Record<string, any>): Promise<Record<string, unknown>>;
56
57
  getMaterialByAssetId(id: AssetId): Promise<Material>;
@@ -1,4 +1,4 @@
1
- import{__decorate as e,__metadata as s}from"tslib";import{AudioLoader as t,LoadingManager as a,TextureLoader as r}from"three";import{FBXLoader as i,GLTFLoader as o,MTLLoader as n,OBJLoader as h,TGALoader as d}from"three-stdlib";import{KTX2Loader as c}from"three/examples/jsm/Addons.js";import{Service as l}from"typedi";import{AssetResourceLoader as u}from"../../scene/asset-resource-loader.js";import{applyMaterial as w}from"../../scene/materializer";import{materialFromAsset as g,materializeDataAssetRef as f,prepareShaderGraphParameters as m}from"../../scene/materializer.js";import{Prefab as y}from"../../scene/objects/prefab.js";import{pathJoin as A}from"../../utils/files.js";import{Sequence as p}from"../../effects/sequence/sequence-data.js";let b=class{constructor(e,s,l){this.assetResourceLoader=e,this.assetService=s,this.shaders=l,this.baseUrl="",this.urlSuffix="",this.loadingManager=new a,this.glbLoader=new o(this.loadingManager),this.fbxLoader=new i(this.loadingManager),this.objLoader=new h(this.loadingManager),this.mtlLoader=new n(this.loadingManager),this.tgaLoader=new d(this.loadingManager),this.ktx2Loader=new c(this.loadingManager),this.textureLoader=new r(this.loadingManager),this.audioLoader=new t(this.loadingManager),this.assetResourceLoader.materialProvider=e=>this.getMaterialByAssetId(e)}resolvePath(e){return A(this.baseUrl,e)+this.urlSuffix}getAudioAtPath(e){const s=this.resolvePath(e);return this.audioLoader.loadAsync(s)}async getAudioByAssetId(e){const s=await this.assetService.getAsset(e);if(null==s)throw new Error(`No audio could be found with asset id ${e}`);return this.assetResourceLoader.getAudio(s)}async getAudioByAssetName(e){const s=await this.assetService.getAsset(e);if(null==s)throw new Error(`No audio could be found with asset name ${e}`);return this.assetResourceLoader.getAudio(s)}async getModelAtPath(e){const s=this.resolvePath(e);switch(e.split(".").pop().toLowerCase()){case"glb":case"gltf":return(await this.glbLoader.loadAsync(s)).scene;case"fbx":return this.fbxLoader.loadAsync(s);case"obj":return this.objLoader.loadAsync(s);default:throw new Error(`File suffix is not supperted in file ${e}`)}}async getGltfAtPath(e){const s=this.resolvePath(e);return this.glbLoader.loadAsync(s)}async getModelByAssetName(e){const s=(await this.assetService.getAssets()).find(s=>s.name===e);if(null==s)throw new Error(`No model could be found with asset name ${e}`);return this.assetResourceLoader.getMesh(s,{applyMaterials:!0,materialResolver:e=>this.getMaterialByAssetId(e)})}async getModelByAssetId(e){const s=await this.assetService.getAsset(e);if(null==s)throw new Error(`No model could be found with asset id ${e}`);return this.assetResourceLoader.getMesh(s,{applyMaterials:!0,materialResolver:e=>this.getMaterialByAssetId(e)})}async getAnimationClipByAssetId(e){const s=await this.assetService.getAsset(e);if(null==s)throw new Error(`No animation clip could be found with asset id ${e}`);return this.assetResourceLoader.getAnimationClip(s)}async getAnimationClipByAssetName(e){const s=(await this.assetService.getAssets()).find(s=>s.name===e);if(null==s)throw new Error(`No animation clip could be found with asset name ${e}`);return this.assetResourceLoader.getAnimationClip(s)}async applyMaterials(e,s){for(const t of e.materialAssignments??[])await w(s,t,async e=>this.getMaterialByAssetId(e))}async getTextureByAssetName(e){const s=(await this.assetService.getAssets()).find(s=>s.name===e);if(null==s)throw new Error(`No texture could be found with asset name ${e}`);return this.assetResourceLoader.getTexture(s)}async getTextureByAssetId(e){const s=await this.assetService.getAsset(e);if(null==s)throw new Error(`No texture could be found with asset id ${e}`);return this.assetResourceLoader.getTexture(s)}async getSequenceById(e){const s=await this.assetService.getAsset(e);if(null==s)throw new Error(`No sequence could be found with asset id ${e}`);if(null==s.sequence)throw new Error(`Missing sequence data in asset ${e}`);return new p(s.sequence)}async getSequenceByName(e){const s=(await this.assetService.getAssets()).find(s=>s.name===e);if(null==s)throw new Error(`No sequence could be found with asset name ${e}`);if(null==s.sequence)throw new Error(`Missing sequence data in asset ${e}`);return new p(s.sequence)}async getDataAssetById(e){return f(e,this.assetService,this.assetResourceLoader,void 0,void 0,this.shaders)}async getDataAssetByName(e){const s=(await this.assetService.getAssets()).find(s=>s.name===e);if(null==s)throw new Error(`No data asset could be found with name ${e}`);return this.getDataAssetById(s.id)}async getShaderGraphByAssetId(e){const s=await this.assetService.getAsset(e);if(null==s)throw new Error(`No shader graph could be found with asset id ${e}`);if("shaderGraph"!==s.type||null==s.shaderGraph)throw new Error(`Missing shader graph data in asset ${e}`);return s.shaderGraph}async prepareShaderGraphParameters(e,s={}){return m(s,e,this.assetService,this.assetResourceLoader,void 0,this.shaders)}async getMaterialByAssetId(e){const s=await this.assetService.getAsset(e);if(null==s)throw new Error(`No material could be found with asset id ${e}`);return g(s,null,this.assetService,this.assetResourceLoader,this.shaders,!1)}async getAsset(e){return this.assetService.getAsset(e)}async getPrefabByName(e){const s=(await this.assetService.getAssets()).find(s=>s.name===e);if("prefab"!==s.type)throw`Asset with name ${e} is not a prefab`;return new y(s)}async getPrefabById(e){const s=await this.getAsset(e);if("prefab"!==s.type)throw`Asset with name ${name} is not a prefab`;return new y(s)}clearCache(e){this.assetResourceLoader.clearCache(e)}clearCacheById(e){this.assetResourceLoader.clearCacheById(e)}};b=e([l(),s("design:paramtypes",[u,Function,Array])],b);export{b as AssetLoader};/*
1
+ import{__decorate as e,__metadata as t}from"tslib";import{AudioLoader as s,LoadingManager as a,TextureLoader as r}from"three";import{FBXLoader as i,GLTFLoader as o,MTLLoader as n,OBJLoader as h,TGALoader as d}from"three-stdlib";import{KTX2Loader as c}from"three/examples/jsm/Addons.js";import{Service as l}from"typedi";import{AssetResourceLoader as u}from"../../scene/asset-resource-loader.js";import{applyMaterial as w}from"../../scene/materializer";import{materialFromAsset as g,materializeDataAssetRef as f,prepareShaderGraphParameters as m}from"../../scene/materializer.js";import{Prefab as y}from"../../scene/objects/prefab.js";import{pathJoin as A}from"../../utils/files.js";import{Sequence as p}from"../../effects/sequence/sequence-data.js";let b=class{constructor(e,t,l){this.assetResourceLoader=e,this.assetService=t,this.shaders=l,this.baseUrl="",this.urlSuffix="",this.loadingManager=new a,this.glbLoader=new o(this.loadingManager),this.fbxLoader=new i(this.loadingManager),this.objLoader=new h(this.loadingManager),this.mtlLoader=new n(this.loadingManager),this.tgaLoader=new d(this.loadingManager),this.ktx2Loader=new c(this.loadingManager),this.textureLoader=new r(this.loadingManager),this.audioLoader=new s(this.loadingManager),this.assetResourceLoader.materialProvider=e=>this.getMaterialByAssetId(e)}resolvePath(e){return A(this.baseUrl,e)+this.urlSuffix}getAudioAtPath(e){const t=this.resolvePath(e);return this.audioLoader.loadAsync(t)}async getAudioByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No audio could be found with asset id ${e}`);return this.assetResourceLoader.getAudio(t)}async getAudioByAssetName(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No audio could be found with asset name ${e}`);return this.assetResourceLoader.getAudio(t)}async getModelAtPath(e){const t=this.resolvePath(e);switch(e.split(".").pop().toLowerCase()){case"glb":case"gltf":return(await this.glbLoader.loadAsync(t)).scene;case"fbx":return this.fbxLoader.loadAsync(t);case"obj":return this.objLoader.loadAsync(t);default:throw new Error(`File suffix is not supperted in file ${e}`)}}async getGltfAtPath(e){const t=this.resolvePath(e);return this.glbLoader.loadAsync(t)}async getModelByAssetName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==t)throw new Error(`No model could be found with asset name ${e}`);return this.assetResourceLoader.getMesh(t,{applyMaterials:!0,materialResolver:e=>this.getMaterialByAssetId(e)})}async getModelByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No model could be found with asset id ${e}`);return this.assetResourceLoader.getMesh(t,{applyMaterials:!0,materialResolver:e=>this.getMaterialByAssetId(e)})}async getAnimationClipByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No animation clip could be found with asset id ${e}`);return this.assetResourceLoader.getAnimationClip(t)}async getAnimationClipByAssetName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==t)throw new Error(`No animation clip could be found with asset name ${e}`);return this.assetResourceLoader.getAnimationClip(t)}async applyMaterials(e,t){for(const s of e.materialAssignments??[])await w(t,s,async e=>this.getMaterialByAssetId(e))}async getTextureByAssetName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==t)throw new Error(`No texture could be found with asset name ${e}`);return this.assetResourceLoader.getTexture(t)}async getTextureByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No texture could be found with asset id ${e}`);return this.assetResourceLoader.getTexture(t)}async getSequenceById(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No sequence could be found with asset id ${e}`);if(null==t.sequence)throw new Error(`Missing sequence data in asset ${e}`);return new p(t.sequence)}async getSequenceByName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==t)throw new Error(`No sequence could be found with asset name ${e}`);if(null==t.sequence)throw new Error(`Missing sequence data in asset ${e}`);return new p(t.sequence)}async getDataAssetById(e,t){const s=await f(e,this.assetService,this.assetResourceLoader,void 0,void 0,this.shaders);if(null!=t&&null!=s&&!(s.value instanceof t))throw new Error(`Invalid type. Expecting asset with id ${e} to be of type ${t.name} but got:`+s.value);return s}async getDataAssetByName(e,t){const s=(await this.assetService.getAssets()).find(t=>t.name===e);if(null==s)throw new Error(`No data asset could be found with name ${e}`);return this.getDataAssetById(s.id,t)}async getShaderGraphByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No shader graph could be found with asset id ${e}`);if("shaderGraph"!==t.type||null==t.shaderGraph)throw new Error(`Missing shader graph data in asset ${e}`);return t.shaderGraph}async prepareShaderGraphParameters(e,t={}){return m(t,e,this.assetService,this.assetResourceLoader,void 0,this.shaders)}async getMaterialByAssetId(e){const t=await this.assetService.getAsset(e);if(null==t)throw new Error(`No material could be found with asset id ${e}`);return g(t,null,this.assetService,this.assetResourceLoader,this.shaders,!1)}async getAsset(e){return this.assetService.getAsset(e)}async getPrefabByName(e){const t=(await this.assetService.getAssets()).find(t=>t.name===e);if("prefab"!==t.type)throw`Asset with name ${e} is not a prefab`;return new y(t)}async getPrefabById(e){const t=await this.getAsset(e);if("prefab"!==t.type)throw`Asset with name ${name} is not a prefab`;return new y(t)}clearCache(e){this.assetResourceLoader.clearCache(e)}clearCacheById(e){this.assetResourceLoader.clearCacheById(e)}};b=e([l(),t("design:paramtypes",[u,Function,Array])],b);export{b as AssetLoader};/*
2
2
  * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
3
3
  * See the LICENSE.md file for details.
4
4
  */
@@ -4,7 +4,7 @@ import { BaseActor } from "../../actors/actor";
4
4
  import { AbstractType } from "../../../utils/type";
5
5
  import { CollisionShape } from "../../../index.js";
6
6
  import { PhysicsBodyType } from "./physics-system";
7
- import * as RAPIER from "@dimforge/rapier3d-compat";
7
+ import * as RAPIER from "@dimforge/rapier3d-simd-compat";
8
8
  export type ActorPhysicsOptions = {
9
9
  isTrigger: boolean;
10
10
  mass: number;
@@ -1,4 +1,4 @@
1
- import * as RAPIER from "@dimforge/rapier3d-compat";
1
+ import * as RAPIER from "@dimforge/rapier3d-simd-compat";
2
2
  import { Observable, Subject } from "rxjs";
3
3
  import * as THREE from "three";
4
4
  import { ColorRepresentation, Object3D, Quaternion, Vector3 } from "three";
@@ -7,7 +7,7 @@ import { AbstractType, Type } from '../../../utils/type.js';
7
7
  import { BaseActor } from '../../actors/actor.js';
8
8
  import { ViewController } from '../render.js';
9
9
  import { AbstractPhysicsSystem, ActorPhysicsOptions } from './abstract-physics-system.js';
10
- export { Component, ActorComponent, type ComponentOptions, attach, Attach } from '../../actors/component.js';
10
+ export { ActorComponent, attach, Attach, Component, type ComponentOptions } from '../../actors/component.js';
11
11
  /**
12
12
  * Pairwise filtering using bit masks.
13
13
  *
@@ -564,6 +564,7 @@ export declare class PhysicsSystem extends AbstractPhysicsSystem {
564
564
  * @param actor - The actor to update
565
565
  */
566
566
  updateActorTransform(actor: BaseActor): void;
567
+ flushModifiedBodyPositionsToColliders(): void;
567
568
  /**
568
569
  * Sets up the physics world with default gravity.
569
570
  * @private
@@ -598,6 +599,7 @@ export declare class PhysicsSystem extends AbstractPhysicsSystem {
598
599
  * @returns The ShapeCastResult containing hit information if a collision occurred, or indicating no hit otherwise.
599
600
  */
600
601
  castActorShape(actor: BaseActor, direction: Vector3, distance: number, result?: ShapeCastResult, collisionFilter?: InteractionGroups): ShapeCastResult;
602
+ private _isStopped;
601
603
  /**
602
604
  * Stops the physics simulation and cleans up resources.
603
605
  */
@@ -1,4 +1,4 @@
1
- import{__decorate as t,__metadata as e}from"tslib";import*as i from"@dimforge/rapier3d-compat";import{QueryFilterFlags as s}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 u,BufferGeometry as y,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 A,CapsuleCollisionShape as S,ConeCollisionShape as R,ConvexPolyhedronCollisionShape as D,CylinderCollisionShape as z,PhysicalShapeMesh as T,PlaneCollisionShape as E,SphereCollisionShape as M,toInstancedCollisionShape as P,TrimeshCollisionShape as F}from"../../../index.js";import{LandscapeGroup as I}from"../../../scene/landscape/landscape.js";import{ViewController as V}from"../render.js";import{World as _}from"../world.js";import*as k from"three/examples/jsm/utils/BufferGeometryUtils.js";import{calculateEffectiveScale as j}from"../../../utils/three/traverse.js";import{AbstractPhysicsSystem as N}from"./abstract-physics-system.js";import{ActorComponent as W,Component as L}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,K=new B,U=new w,q=new w,H=(new w,[]);let Q=class extends N{set showDebug(t){this.shouldRenderDebug=t,this.debugMesh&&(this.debugMesh.visible=t)}get showDebug(){return this.shouldRenderDebug}constructor(){super(),this.staticMeshes=new Map,this.staticBodies=new Map,this.actorBodies=new Map,this.bodyActors=new Map,this.colliders=new Map,this.collisionEvents=new l,this.beforeStep=new l,this.afterStep=new l,this.shouldRenderDebug=!1,this.viewController=O(V),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 i.Ball(t),this.shapeCacheBall.set(t,e)),e}getBoxShape(t,e,s){const o=t+1e6*e+1e12*s;let n=this.shapeCacheBox.get(o);return null==n&&(n=new i.Cuboid(t,e,s),this.shapeCacheBox.set(o,n)),n}hasBoxIntersection(t){const e=t.getCenter(G),i=t.getSize(K),s=this.getBoxShape(i.x/2,i.y/2,i.z/2);return null!=this.world.intersectionWithShape(e,U,s)}hasSphereIntersection(t){const e=this.getBallShape(t.radius);return null!=this.world.intersectionWithShape(t.center,U,e)}findActorsInRadius(t,e,i){const s=this.getBallShape(e),o=[];for(const[e,n]of this.bodyActors)if(n instanceof i||null==i)for(let i=0,r=e.numColliders();i<r;i++){e.collider(i).intersectsShape(s,t,U)&&o.push(n)}return o}createDebugMesh(){return new g(new y,new d.LineBasicMaterial({color:255}))}async start(){return await this.ready,this.handleTick(),this.handleCollisionEvents(),this.ready}handleCollisionEvents(){this.collisionSub=this.collisionEvents.subscribe(t=>{const e=this.colliders.get(t.handle1);if(null==e)return;const i=this.world.getCollider(t.handle2);if(null==i||null==i.parent())return;const s=this.bodyActors.get(i.parent());null!=s&&(t.started?e.onBeginOverlapActor.next({actor:s}):e.onEndOverlapActor.next({actor:s}))})}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().vertices,e=this.debugMesh.geometry,i=e.getAttribute("position");null==i||(i.array.length,t.length);{const i=new u(t,3);i.setUsage(d.DynamicDrawUsage),e.setAttribute("position",i)}e.setDrawRange(0,t.length/3)}async setup(){if(null!=this.rapier)throw new Error("Rapier is already estup");this.rapier=await at(),this.eventQueue=new this.rapier.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&&(dt(e.position,t.translation()),(t.isDynamic()||t.isKinematic()&&!this.controlledActors.has(this.bodyActors.get(t)?.id))&&ht(e.quaternion,t.rotation()),e.matrixWorldNeedsUpdate=!0)}),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,i)=>{this.collisionEvents.next({handle1:t,handle2:e,started:i}),this.collisionEvents.next({handle1:e,handle2:t,started:i})})}rayTestFromCamera(t,e,i){this._raycaster.setFromCamera(ot,this.viewController.getCamera());const s=this._raycaster.ray.origin,o=this._raycaster.ray.direction.multiplyScalar(t).add(s);return this.rayTest(s,o,e,i)}rayTest(t,e,i,s){null==i&&(i=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"),i;lt(ft.origin,t),lt(ft.dir,n);const r=o.length(),a=this.world.castRayAndGetNormal(ft,r,!1,void 0,s?.collisionFilter,void 0,null!=s?.excludeActor?this.actorBodies.get(s.excludeActor.id):void 0,s?.excludeTriggers?t=>!t.isSensor():void 0);if(i.hasHit=null!=a,i.hasHit){const e=ft.pointAt(a.timeOfImpact);if(i._internal=a,dt(i.hitNormal,a.normal),dt(i.hitPoint,e),i.distance=yt.subVectors(i.hitPoint,t).length(),!1!==s?.resolveActor){const t=this.world.bodies.getAll().find(t=>function(t,e){for(let i=0,s=t.numColliders();i<s;i++){const s=t.collider(i);if(e(s))return s}}(t,t=>t===a.collider));i.actor=null!=t?this.bodyActors.get(t):null}}if(this.showDebug){let e;H.length>0?(e=H.pop(),e.setDirection(n),e.position.copy(t),e.setLength(r,.2,.1),e.setColor(s?.debugColor??255)):e=new h(n,t,r,s?.debugColor??255),this.scene?.add(e),setTimeout(()=>{this.scene?.remove(e),H.push(e)},s?.debugLifetime??200)}return i}setGravity(t,e,i){this.world.gravity.x=t,this.world.gravity.y=e,this.world.gravity.z=i}getGravity(){return Z.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())ut(t,t=>t.setActiveEvents(i.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){const e=!1!==t.userData?.src?.collisionDetection;if(t.children[0]&&(t.children[0].instanceMatrix&&e||t.children[0].isBatchedMesh))this.createForInstancedMesh(t.children[0],t.collisionShapes);else if(e&&t.children.length>0){const e=this.createStaticBody(t,t.collisionShapes,t.physics);this.staticMeshes.set(e,t),this.staticBodies.set(t,e)}}else t instanceof I?this.addLandscapeGroup(t):(t instanceof p||t instanceof b)&&t.children.forEach(t=>this.addRecursively(t))}createForInstancedMesh(t,e){const i=new m;if(t instanceof d.BatchedMesh){const e=t._instanceInfo??t._drawInfo,s=new Map;for(let o=0;o<e.length;o++){if(null!=t.userData.hasCollision&&!t.userData.hasCollision[o])continue;const e=t.userData.collisionShapes;let n=e?.[o];if(null==n&&null==e&&t.parent instanceof C&&(n=t.parent.collisionShapes),null==n)continue;let r=s.get(n);null==r&&(r=this.instancedShapeReset(n),s.set(n,r));const a=new f;a.matrix.identity(),t.getMatrixAt(o,i),a.applyMatrix4(i);this.createStaticBody(a,r)}}else{const s=this.instancedShapeReset(e);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(),i.fromArray(t.instanceMatrix.array,16*e),o.applyMatrix4(i);this.createStaticBody(o,s)}}}instancedShapeReset(t){return t.filter(t=>null!=t).map(t=>P(t))}getCharacterController(t){return this.world?.createCharacterController(t)}getActorComputedMovement(t,e,i,o=null){const n=this.actorBodies.get(t.id);this.controlledActors.add(t.id);const r=n.collider(0);e.computeColliderMovement(r,i,s.EXCLUDE_SENSORS,o,gt);const a=e.computedMovement();return dt(pt,a),pt}createCollider(t,e){const i=this.addShape(e?.body,t),s=new PhysicsCollider(i,this.world);return this.colliders.set(i.handle,s),s.disposed.subscribe(()=>{this.colliders.delete(i.handle)}),s}createBody(t=PhysicsBodyType.dynamic,e={}){const s=(()=>{switch(t){case PhysicsBodyType.dynamic:return i.RigidBodyDesc.dynamic();case PhysicsBodyType.static:return i.RigidBodyDesc.fixed();case PhysicsBodyType.kinematic:return i.RigidBodyDesc.kinematicPositionBased();case PhysicsBodyType.kinematicVelocityBased:return i.RigidBodyDesc.kinematicVelocityBased();default:return i.RigidBodyDesc.dynamic()}})();e.position&&s.setTranslation(e.position.x,e.position.y,e.position.z),e.rotation&&s.setRotation({x:e.rotation.x,y:e.rotation.y,z:e.rotation.z,w:e.rotation.w}),"boolean"==typeof e.canSleep&&s.setCanSleep(e.canSleep),"boolean"==typeof e.ccdEnabled&&s.setCcdEnabled(e.ccdEnabled),"number"==typeof e.gravityScale&&s.setGravityScale(e.gravityScale),"number"==typeof e.mass&&s.setAdditionalMass(e.mass),void 0!==e.userData&&(s.userData=e.userData);const o=this.world.createRigidBody(s);return new PhysicsBody(o,this.world)}getCharacterComputedMovement(t,e,i,o=null){const n=t.collider;e.computeColliderMovement(n,i,s.EXCLUDE_SENSORS,o,gt);const r=e.computedMovement();return dt(pt,r),pt}setNextKinematicTranslation(t,e){const i=this.actorBodies.get(t.id),s=i.translation();s.x+=e.x,s.y+=e.y,s.z+=e.z,i?.setNextKinematicTranslation(s)}setNextKinematicPosition(t,e){this.actorBodies.get(t.id).setNextKinematicTranslation(e)}setNextKinematicRotation(t,e){this.actorBodies.get(t.id).setNextKinematicRotation(e)}setNextKinematicTransform(t){!function(t,e){const i=e.getWorldPosition($),s=e.getWorldQuaternion(X);t.setNextKinematicTranslation(nt(i)),t.setNextKinematicRotation(rt(s))}(this.actorBodies.get(t.id),t.object)}setAngularVelocity(t,e){const i=this.actorBodies.get(t.id);et.x=e.x,et.y=e.y,et.z=e.z,i?.setAngvel(et,!0)}setLinearVelocity(t,e){const i=this.actorBodies.get(t.id);et.x=e.x,et.y=e.y,et.z=e.z,i?.setLinvel(et,!0)}getLinearVelocity(t,e=new B){const i=this.actorBodies.get(t.id).linvel();return e.x=i.x,e.y=i.y,e.z=i.z,e}getAngularVelocity(t,e=new B){const i=this.actorBodies.get(t.id).angvel();return e.x=i.x,e.y=i.y,e.z=i.z,e}setLinearDamping(t,e){const i=this.actorBodies.get(t.id);i?.setLinearDamping(e)}getLienarDamping(t){const e=this.actorBodies.get(t.id);return e?.linearDamping()??0}setAngularDamping(t,e){const i=this.actorBodies.get(t.id);i?.setAngularDamping(e)}getAngularDamping(t){const e=this.actorBodies.get(t.id);e?.angularDamping()}setPosition(t,e){const i=this.actorBodies.get(t.id);i?.setTranslation(nt(e),!1)}getPosition(t,e=new B){const i=this.actorBodies.get(t.id);i&&dt(e,i.translation())}setRotation(t,e){const i=this.actorBodies.get(t.id);i?.setTranslation(rt(e),!1)}getRotation(t,e=new w){const i=this.actorBodies.get(t.id);i&&ht(e,i.rotation())}lockTranslations(t,e){const i=this.actorBodies.get(t.id);i?.lockTranslations(e,!1)}lockRotations(t,e){const i=this.actorBodies.get(t.id);i?.lockRotations(e,!1)}setEnabledTranslations(t,e,i,s){const o=this.actorBodies.get(t.id);o?.setEnabledTranslations(e,i,s,!1)}setEnabledRotations(t,e,i,s){const o=this.actorBodies.get(t.id);o?.setEnabledRotations(e,i,s,!1)}addLandscapeGroup(t){const e=t.userData.src,s=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,s=n.geometry.getAttribute("hole"),r=new Float32Array(t.getAttribute("position").array);for(let t=0;t<r.length;t+=3)r[t]*=i.x,r[t+1]*=i.y,r[t+2]*=i.z;const a=t.index;for(let t=0;t<a.count;t+=3){const e=s.getX(a.getX(t)),i=s.getX(a.getY(t)),o=s.getX(a.getZ(t));(e>.5||i>.5||o>.5)&&(a.setX(t,0),a.setY(t,0),a.setZ(t,0))}const l=this.rapier.ColliderDesc.trimesh(r,new Uint32Array(t.getIndex().array));if(!1!==e.collisionDetection){const t=this.world.createRigidBody(this.rapier.RigidBodyDesc.fixed()),e=new this.rapier.Vector3(0,0,0);lt(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 l=s.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 i=t-1-Math.floor(e.i/t);i in a[e.i%t]?a[e.i%t][i]=e.y/r:console.warn("wrong index",{points:a,point:e,i:e.i%t,k:i,heightMap:l})}const c=e.landscape.options.density,d=a.flatMap(t=>t.reverse()),h=i.ColliderDesc.heightfield(c,c,new Float32Array(d),new i.Vector3(r,r,r));if(!1!==e.collisionDetection){const t=this.world.createRigidBody(this.rapier.RigidBodyDesc.fixed()),e=new this.rapier.Vector3(0,0,0);lt(e,o),t.setTranslation(e,!1),this.world.createCollider(h,t),this.staticBodies.set(n,t)}}}setEnabled(t,e){const i=this.actorBodies.get(t.id);i?.setEnabled(e)}addActor(t,e,s={}){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(s.type??PhysicsBodyType.static){case PhysicsBodyType.dynamic:n=i.RigidBodyDesc.dynamic(),n.mass=s.mass??1;break;case PhysicsBodyType.kinematic:n=i.RigidBodyDesc.kinematicPositionBased();break;case PhysicsBodyType.kinematicVelocityBased:n=i.RigidBodyDesc.kinematicVelocityBased();break;default:n=s.isTrigger?i.RigidBodyDesc.kinematicVelocityBased():i.RigidBodyDesc.fixed()}const r=this.world.createRigidBody(n);r.enableCcd(1==s.continousCollisionDetection);for(const t of e)this.addShape(r,t,o);return ut(r,t=>{null!=s.isTrigger&&(t.setSensor(s.isTrigger),t.setActiveCollisionTypes(i.ActiveCollisionTypes.ALL),t.setActiveEvents(i.ActiveEvents.COLLISION_EVENTS)),null!=s.friction&&t.setFriction(s.friction),null!=s.density&&t.setDensity(s.density),null!=s.mass&&t.setMass(s.mass),null!=s.restitution&&t.setRestitution(s.restitution)}),Y(r,o),!0===s.ignoreForNavMesh&&(r.userData={ignoreForNavMesh:!0}),this.actorBodies.set(t.id,r),this.bodyActors.set(r,t),new PhysicsBody(r,this.world)}applyTorque(t,e){const i=this.actorBodies.get(t.id);et.x=e.x,et.y=e.y,et.z=e.z,i?.addTorque(et,!0)}applyTorqueImpulse(t,e){const i=this.actorBodies.get(t.id);et.x=e.x,et.y=e.y,et.z=e.z,i?.applyTorqueImpulse(et,!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 i=this.actorBodies.get(t.id);et.x=e.x,et.y=e.y,et.z=e.z,i?.addForce(et,!0)}applyImpulse(t,e){const i=this.actorBodies.get(t.id);et.x=e.x,et.y=e.y,et.z=e.z,i?.applyImpulse(et,!0)}applyLocalForce(t,e,i){const s=this.actorBodies.get(t.id);lt(et,e),null==i?s?.addForce(et,!0):(lt(it,i),s?.addForceAtPoint(et,it,!0))}applyLocalImpulse(t,e,i){const s=this.actorBodies.get(t.id);lt(et,e),null==i?s.applyImpulse(et,!0):(lt(it,i),s.applyImpulseAtPoint(et,it,!0))}applyRadiusImpulse(t,e,s){this.world.bodies.forEach(o=>{if(o.collider(0)?.isSensor())return;if(o.bodyType()!==i.RigidBodyType.Dynamic)return;const n=st;dt(n,o.translation());const r=n.clone().sub(t);if(r.length()>e)return;const a=r.clone().normalize().multiplyScalar(s);et.x=a.x,et.y=a.y,et.z=a.z,o.applyImpulse(et,!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,i]of this.staticBodies.entries())e.has(t.uuid)&&this.world.getRigidBody(i.handle)&&(this.staticBodies.delete(t),this.world.removeRigidBody(i))}removeSceneObject(t){if(t instanceof I){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,i){return this.activateActorEvents(t),this.collisionEvents.pipe(c(t.disposed),r(({started:t})=>t===i),a(({handle1:t,handle2:e,started:i})=>({a1:this.bodyActors.get(this.world.getCollider(t)?.parent()),a2:this.bodyActors.get(this.world.getCollider(e)?.parent()),started:i})),r(({a1:i,a2:s})=>null!=i&&null!=s&&i.id===t.id&&e(i,s)),a(({a2:t})=>t))}onBeginContact(t){return this.activateActorEvents(t),this.collisionEvents.pipe(c(t.disposed),r(t=>t.started),r(({handle1:e})=>{const i=this.bodyActors.get(this.world.getCollider(e)?.parent());return null!=i&&i.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 i=this.bodyActors.get(this.world.getCollider(e)?.parent());return null!=i&&i.id===t.id}),a(t=>t.handle2))}onHasContactChanged(t){const e=new Set,i=new o(!1);return this.onBeginContact(t).subscribe(t=>{e.add(t),i.next(e.size>0)}),this.onEndContact(t).subscribe(t=>{e.delete(t),i.next(e.size>0)}),i.pipe(n())}onBeginOverlapWithActorType(t,e){return this._onCollisionWithActorEvent(t,(t,i)=>i instanceof e,!0)}onEndOverlapWithActorType(t,e){return this._onCollisionWithActorEvent(t,(t,i)=>i instanceof e,!1)}onBeginOverlapWithActor(t,e){return this._onCollisionWithActorEvent(t,(t,i)=>e.id===i.id,!0)}onEndOverlapWithActor(t,e){return this._onCollisionWithActorEvent(t,(t,i)=>e.id===i.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&&Y(e,t.object)}setupWorld(){const t=new this.rapier.World({x:0,y:-9.81,z:0});this.world=t}sphereCast(t,e,i,s,o=ShapeCastResult.shared,n){o.reset();const r=this.getBallShape(e);this.shapeCacheBall.get;const a={x:t.x,y:t.y,z:t.z},l={x:i.x,y:i.y,z:i.z},c=n?.excludeActor?this.actorBodies.get(n.excludeActor.id):null,d=this.world.castShape(a,{x:0,y:0,z:0,w:1},l,r,.01,s,!0,null,n?.collisionFilter??void 0,null,c,n?.excludeTriggers?t=>!t.isSensor():void 0);if(null!=d){dt(o.hitPoint,d.witness1),o.normal.set(d.normal1.x,d.normal1.y,d.normal1.z),o.distance=d.time_of_impact,o.hasHit=!0;const t=d.collider.parent();if(t){const e=this.bodyActors.get(t);e&&(o.actor=e)}}return o}castActorShape(t,e,i,s=ShapeCastResult.shared,o=void 0){s.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=i;const u=this.world.castShape(l,c,d,a,.01,h,!0,null,o,null,n,void 0);if(null!=u){u.collider;const t=r;return dt(s.hitPoint,u.witness1),xt(t.rotation(),u.normal1,s.normal,q),s.distance=u.time_of_impact,s.actor=this.bodyActors.get(u.collider.parent()),s.hasHit=!0,s}}return s}return console.warn("Actor is not added to the physics system"),s}stop(){this.world?.bodies.forEach(t=>this.world.removeRigidBody(t)),this.world?.free(),this.fixedupdateSub?.unsubscribe(),this.collisionSub?.unsubscribe(),H.length=0}createStaticBody(t,e,s){const o=s?.type===PhysicsBodyType.dynamic?i.RigidBodyDesc.dynamic():i.RigidBodyDesc.fixed();o.setSleeping(!0);const n=this.world.createRigidBody(o);let r=0;for(const i of e){if(r>128){console.warn("Too many collision shapes for object",t);break}if(r++,null==i){console.warn("Collision shape is missing for object",t);continue}const o=this.addShape(n,i,t);null!=o&&(null!=s?.friction&&o.setFriction(s.friction),null!=s?.density&&o.setDensity(s.density),null!=s?.mass&&o.setMass(s.mass/e.length),null!=s?.restitution&&o.setRestitution(s.restitution))}return Y(n,t),n.userData=t.uuid,n.sleep(),n}addShape(t=void 0,e,i){const s=i?.getWorldScale(mt)??tt,o=this.createShape(e,s);if(null==o)return void console.error("Failed to create physics shape. This can happen if the geometry is degenerate or zero-scaled.",{shapeInfo:e,object:i});this.applyShapeSettings(o,e);const n=e.offset.clone().multiply(s);lt(o.translation,n);const r=(new w).setFromEuler(e.rotation);ct(o.rotation,r),null!=t&&t.numColliders()>128&&console.warn(`Rigid body has many colliders (${t.numColliders()}). Consider using a Trimesh if this is static geometry.`,t);try{return this.world.createCollider(o,t)}catch(t){return void console.error("Failed to create collider",t)}}applyShapeSettings(t,e){null!=e.collisionGroup&&t.setCollisionGroups(e.collisionGroup),t.friction=e.friction??.1,null!=e.restitution&&(t.restitution=e.restitution),null!=e.density&&(t.density=e.density,t.massPropsMode=i.MassPropsMode.Density),null!=e.mass&&(t.mass=e.mass,t.massPropsMode=i.MassPropsMode.Mass)}createShape(t,e){if(t instanceof A)return this.rapier.ColliderDesc.cuboid(t.dimensions.x*e.x/2,t.dimensions.y*e.y/2,t.dimensions.z*e.z/2);if(t instanceof S){return this.rapier.ColliderDesc.capsule(t.length/2*e.y,t.radius*Math.max(e.z,e.x))}if(t instanceof F){const i=null!=t.geometry.getIndex()?t.geometry:k.mergeVertices(t.geometry),s=extractFloat32Array(i.getAttribute("position"));for(let t=0;t<s.length;t+=3)s[t]*=e.x,s[t+1]*=e.y,s[t+2]*=e.z;const o=i.getIndex();return null==o?(console.error("Trimesh collision shape is missing an index buffer.",t),null):this.rapier.ColliderDesc.trimesh(s,new Uint32Array(o.array))}if(t instanceof D){let i,s;t.mesh instanceof d.Mesh?i=t.mesh.geometry:t.mesh instanceof d.BufferGeometry?i=t.mesh:console.log("Unknownd shape",{shapeInfo:t}),t.mesh instanceof d.Mesh&&(s=j(t.mesh));const o=`${i.uuid}|${s?.x??1},${s?.y??1},${s?.z??1}|${e.x},${e.y},${e.z}`,n=J.get(o);if(void 0!==n)return n;const r=extractFloat32Array(i.getAttribute("position"));if(null!=s)for(let t=0;t<r.length;t+=3)r[t]*=s.x,r[t+1]*=s.y,r[t+2]*=s.z;for(let t=0;t<r.length;t+=3)r[t]*=e.x,r[t+1]*=e.y,r[t+2]*=e.z;const a=this.rapier.ColliderDesc.convexHull(r);return null==a&&console.error("Failed to compute convex hull. Points may be coplanar or too few.",{count:r.length/3}),J.set(o,a),a}if(t instanceof M){const i=2*e.x-e.y-e.z;return Math.abs(i)>.01?this.createShape(new D(new d.SphereGeometry(t.radius).scale(e.x,e.y,e.z)),new B(1,1,1)):this.rapier.ColliderDesc.ball(t.radius*Math.max(e.x,e.y,e.z))}return t instanceof z?this.rapier.ColliderDesc.cylinder(t.height/2*e.y,t.radiusTop*Math.max(e.z,e.x)):t instanceof R?this.rapier.ColliderDesc.cone(t.height*e.y,t.radiusBottom/2*Math.max(e.z,e.x)):t instanceof E?this.rapier.ColliderDesc.cuboid(t.width/2*e.x,t.height/2*e.y,.001):(console.error("Unsupported shape",t),this.rapier.ColliderDesc.cuboid(1,1,1))}createCharacterCollision(){return new this.rapier.CharacterCollision}};Q=t([v(),e("design:paramtypes",[])],Q);export{Q as PhysicsSystem};const $=new B,X=new d.Quaternion;function Y(t,e){const i=e.getWorldPosition($),s=e.getWorldQuaternion(X);t.setTranslation(nt(i),!1),t.setRotation(rt(s),!1)}const Z=new B,J=new Map,tt=new B(1,1,1),et=new i.Vector3(0,0,0),it=new i.Vector3(0,0,0),st=new B,ot=new d.Vector2;function nt(t){return lt(et,t),et}function rt(t){return ct(q,t),q}const at=async()=>{let t=await import("@dimforge/rapier3d-compat");return await t.init(),t};function lt(t,e){t.x=e.x,t.y=e.y,t.z=e.z}function ct(t,e){t.x=e.x,t.y=e.y,t.z=e.z,t.w=e.w}function dt(t,e){t.x=e.x,t.y=e.y,t.z=e.z}function ht(t,e){t.x=e.x,t.y=e.y,t.z=e.z,t.w=e.w}function ut(t,e){for(let i=0,s=t.numColliders();i<s;i++){e(t.collider(i))}}const yt=new B,pt=new B,gt=t=>!t.isSensor(),mt=new B;const ft=new i.Ray(new i.Vector3(0,0,0),new i.Vector3(0,1,0));let wt=class extends W{constructor(){super(...arguments),this._active=!0,this.physics=O(Q),this.world=O(_)}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}};wt=t([L()],wt);export function extractFloat32Array(t){const e=t.itemSize,i=t.count,s=new Float32Array(i*e);for(let o=0;o<i;o++)for(let i=0;i<e;i++)s[o*e+i]=t.getComponent(o,i);return s}function xt(t,e,i,s){return s.set(t.x,t.y,t.z,t.w),i.set(e.x,e.y,e.z),i.applyQuaternion(s),i}export class PhysicsCollider{constructor(t,e){this.collider=t,this.world=e,this.disposed=new l,this.onBeginOverlapActor=new l,this.onEndOverlapActor=new l}dispose(){this.world.removeCollider(this.collider,!1),this.disposed.next(!0),this.disposed.complete(),this.onBeginOverlapActor.complete(),this.onEndOverlapActor.complete()}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)}setNextKinematicPosition(t){this.body.setNextKinematicTranslation(t)}setNextKinematicRotation(t){this.body.setNextKinematicRotation(t)}setType(t){this.body.setBodyType(function(t){switch(t){case PhysicsBodyType.dynamic:return i.RigidBodyType.Dynamic;case PhysicsBodyType.static:return i.RigidBodyType.Fixed;case PhysicsBodyType.kinematic:return i.RigidBodyType.KinematicPositionBased;case PhysicsBodyType.kinematicVelocityBased:return i.RigidBodyType.KinematicVelocityBased}}(t),t!==PhysicsBodyType.static)}setGravityScale(t){this.body.setGravityScale(t,!1)}getGravityScale(){return this.body.gravityScale()}isDynamic(){return this.body.isDynamic()}isKinematic(){return this.body.isKinematic()}isStatic(){return this.body.isFixed()}sleep(){this.body.sleep()}wakeUp(){this.body.wakeUp()}}/*
1
+ import{__decorate as t,__metadata as e}from"tslib";import*as i from"@dimforge/rapier3d-simd-compat";import{QueryFilterFlags as s}from"@dimforge/rapier3d-simd-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 u,BufferGeometry as y,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*as v from"three/examples/jsm/utils/BufferGeometryUtils.js";import{Service as C}from"typedi";import{ActorComponent as S,Component as A}from"../../../gameplay/actors/component.js";import{inject as R}from"../../../gameplay/inject.js";import{BoxCollisionShape as D,CapsuleCollisionShape as T,ConeCollisionShape as z,ConvexPolyhedronCollisionShape as M,CylinderCollisionShape as E,PhysicalShapeMesh as P,PlaneCollisionShape as _,SphereCollisionShape as F,toInstancedCollisionShape as I,TrimeshCollisionShape as V}from"../../../index.js";import{AssetMeshInstance as k}from"../../../scene/asset-resource-loader.js";import{LandscapeGroup as j}from"../../../scene/landscape/landscape.js";import{calculateEffectiveScale as N}from"../../../utils/three/traverse.js";import{ViewController as W}from"../render.js";import{World as L}from"../world.js";import{AbstractPhysicsSystem as O}from"./abstract-physics-system.js";import{NetRole as G}from"../../net/index.js";export{ActorComponent,attach,Attach,Component}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 K=new b,U=new b,q=new w,H=new w,Q=(new w,[]);let $=class extends O{set showDebug(t){this.shouldRenderDebug=t,this.debugMesh&&(this.debugMesh.visible=t)}get showDebug(){return this.shouldRenderDebug}constructor(){super(),this.staticMeshes=new Map,this.staticBodies=new Map,this.actorBodies=new Map,this.bodyActors=new Map,this.colliders=new Map,this.collisionEvents=new l,this.beforeStep=new l,this.afterStep=new l,this.shouldRenderDebug=!1,this.viewController=R(W),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._isStopped=!1,this.ready=this.setup()}getBallShape(t){let e=this.shapeCacheBall.get(t);return null==e&&(e=new this.rapier.Ball(t),this.shapeCacheBall.set(t,e)),e}getBoxShape(t,e,i){const s=t+1e6*e+1e12*i;let o=this.shapeCacheBox.get(s);return null==o&&(o=new this.rapier.Cuboid(t,e,i),this.shapeCacheBox.set(s,o)),o}hasBoxIntersection(t){const e=t.getCenter(K),i=t.getSize(U),s=this.getBoxShape(i.x/2,i.y/2,i.z/2);return null!=this.world.intersectionWithShape(e,q,s)}hasSphereIntersection(t){const e=this.getBallShape(t.radius);return null!=this.world.intersectionWithShape(t.center,q,e)}findActorsInRadius(t,e,i){const s=this.getBallShape(e),o=[];for(const[e,n]of this.bodyActors)if(n instanceof i||null==i)for(let i=0,r=e.numColliders();i<r;i++){e.collider(i).intersectsShape(s,t,q)&&o.push(n)}return o}createDebugMesh(){return new g(new y,new d.LineBasicMaterial({color:255}))}async start(){return await this.ready,this.handleTick(),this.handleCollisionEvents(),this.ready}handleCollisionEvents(){this.collisionSub=this.collisionEvents.subscribe(t=>{const e=this.colliders.get(t.handle1);if(null==e)return;const i=this.world.getCollider(t.handle2);if(null==i||null==i.parent())return;const s=this.bodyActors.get(i.parent());null!=s&&(t.started?e.onBeginOverlapActor.next({actor:s}):e.onEndOverlapActor.next({actor:s}))})}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().vertices,e=this.debugMesh.geometry,i=e.getAttribute("position");null==i||(i.array.length,t.length);{const i=new u(t,3);i.setUsage(d.DynamicDrawUsage),e.setAttribute("position",i)}e.setDrawRange(0,t.length/3)}async setup(){if(null!=this.rapier)throw new Error("Rapier is already estup");this.rapier=await ct(),this.eventQueue=new this.rapier.EventQueue(!0),this.setupWorld()}handleTick(){this.fixedupdateSub=this.viewController.onUpdate().subscribe(t=>{this._isStopped||(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;let e,i=this.staticMeshes.get(t);if(null==i&&(e=this.bodyActors.get(t),null!=e)){if(e.netRole===G.simulatedProxy)return;i=e.object}null!=i&&i.parent instanceof B&&(ut(i.position,t.translation()),(t.isDynamic()||t.isKinematic()&&!this.controlledActors.has(this.bodyActors.get(t)?.id))&&yt(i.quaternion,t.rotation()),i.matrixWorldNeedsUpdate=!0)}),this.afterStep.next(t))})}_updateWorld(){this.world.timestep=0,this.world.step()}updatePhysics(t){this._isStopped||(this.world.timestep=t,this.world.step(this.eventQueue),this.eventQueue.drainCollisionEvents((t,e,i)=>{this.collisionEvents.next({handle1:t,handle2:e,started:i}),this.collisionEvents.next({handle1:e,handle2:t,started:i})}))}rayTestFromCamera(t,e,i){this._raycaster.setFromCamera(nt,this.viewController.getCamera());const s=this._raycaster.ray.origin,o=this._raycaster.ray.direction.multiplyScalar(t).add(s);return this.rayTest(s,o,e,i)}rayTest(t,e,i,s){null==i&&(i=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"),i;null==xt&&(xt=new this.rapier.Ray(new this.rapier.Vector3(0,0,0),new this.rapier.Vector3(0,1,0))),dt(xt.origin,t),dt(xt.dir,n);const r=o.length(),a=this.world.castRayAndGetNormal(xt,r,!1,void 0,s?.collisionFilter,void 0,null!=s?.excludeActor?this.actorBodies.get(s.excludeActor.id):void 0,s?.excludeTriggers?t=>!t.isSensor():void 0);if(i.hasHit=null!=a,i.hasHit){const e=xt.pointAt(a.timeOfImpact);if(i._internal=a,ut(i.hitNormal,a.normal),ut(i.hitPoint,e),i.distance=gt.subVectors(i.hitPoint,t).length(),!1!==s?.resolveActor){const t=this.world.bodies.getAll().find(t=>function(t,e){for(let i=0,s=t.numColliders();i<s;i++){const s=t.collider(i);if(e(s))return s}}(t,t=>t===a.collider));i.actor=null!=t?this.bodyActors.get(t):null}}if(this.showDebug){let e;Q.length>0?(e=Q.pop(),e.setDirection(n),e.position.copy(t),e.setLength(r,.2,.1),e.setColor(s?.debugColor??255)):e=new h(n,t,r,s?.debugColor??255),this.scene?.add(e),setTimeout(()=>{this.scene?.remove(e),Q.push(e)},s?.debugLifetime??200)}return i}setGravity(t,e,i){this.world.gravity.x=t,this.world.gravity.y=e,this.world.gravity.z=i}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())pt(t,t=>t.setActiveEvents(i.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 P&&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 k){const e=!1!==t.userData?.src?.collisionDetection;if(t.children[0]&&(t.children[0].instanceMatrix&&e||t.children[0].isBatchedMesh))this.createForInstancedMesh(t.children[0],t.collisionShapes);else if(e&&t.children.length>0){const e=this.createStaticBody(t,t.collisionShapes,t.physics);this.staticMeshes.set(e,t),this.staticBodies.set(t,e)}}else t instanceof j?this.addLandscapeGroup(t):(t instanceof p||t instanceof B)&&t.children.forEach(t=>this.addRecursively(t))}createForInstancedMesh(t,e){const i=new m;if(t instanceof d.BatchedMesh){const e=t._instanceInfo??t._drawInfo,s=new Map;for(let o=0;o<e.length;o++){if(null!=t.userData.hasCollision&&!t.userData.hasCollision[o])continue;const e=t.userData.collisionShapes;let n=e?.[o];if(null==n&&null==e&&t.parent instanceof k&&(n=t.parent.collisionShapes),null==n)continue;let r=s.get(n);null==r&&(r=this.instancedShapeReset(n),s.set(n,r));const a=new f;a.matrix.identity(),t.getMatrixAt(o,i),a.applyMatrix4(i);this.createStaticBody(a,r)}}else{const s=this.instancedShapeReset(e);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(),i.fromArray(t.instanceMatrix.array,16*e),o.applyMatrix4(i);this.createStaticBody(o,s)}}}instancedShapeReset(t){return t.filter(t=>null!=t).map(t=>I(t))}getCharacterController(t){return this.world?.createCharacterController(t)}getActorComputedMovement(t,e,i,o=null){const n=this.actorBodies.get(t.id);this.controlledActors.add(t.id);const r=n.collider(0);e.computeColliderMovement(r,i,s.EXCLUDE_SENSORS,o,ft);const a=e.computedMovement();return ut(mt,a),mt}createCollider(t,e){const i=this.addShape(e?.body,t),s=new PhysicsCollider(i,this.world);return this.colliders.set(i.handle,s),s.disposed.subscribe(()=>{this.colliders.delete(i.handle)}),s}createBody(t=PhysicsBodyType.dynamic,e={}){const i=(()=>{switch(t){case PhysicsBodyType.dynamic:return this.rapier.RigidBodyDesc.dynamic();case PhysicsBodyType.static:return this.rapier.RigidBodyDesc.fixed();case PhysicsBodyType.kinematic:return this.rapier.RigidBodyDesc.kinematicPositionBased();case PhysicsBodyType.kinematicVelocityBased:return this.rapier.RigidBodyDesc.kinematicVelocityBased();default:return this.rapier.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 s=this.world.createRigidBody(i);return new PhysicsBody(s,this.world)}getCharacterComputedMovement(t,e,i,o=null){const n=t.collider;e.computeColliderMovement(n,i,s.EXCLUDE_SENSORS,o,ft);const r=e.computedMovement();return ut(mt,r),mt}setNextKinematicTranslation(t,e){const i=this.actorBodies.get(t.id),s=i.translation();s.x+=e.x,s.y+=e.y,s.z+=e.z,i?.setNextKinematicTranslation(s)}setNextKinematicPosition(t,e){this.actorBodies.get(t.id).setNextKinematicTranslation(e)}setNextKinematicRotation(t,e){this.actorBodies.get(t.id).setNextKinematicRotation(e)}setNextKinematicTransform(t){!function(t,e){const i=e.getWorldPosition(X),s=e.getWorldQuaternion(Y);t.setNextKinematicTranslation(rt(i)),t.setNextKinematicRotation(at(s))}(this.actorBodies.get(t.id),t.object)}setAngularVelocity(t,e){const i=this.actorBodies.get(t.id);it.x=e.x,it.y=e.y,it.z=e.z,i?.setAngvel(it,!0)}setLinearVelocity(t,e){const i=this.actorBodies.get(t.id);it.x=e.x,it.y=e.y,it.z=e.z,i?.setLinvel(it,!0)}getLinearVelocity(t,e=new b){const i=this.actorBodies.get(t.id).linvel();return e.x=i.x,e.y=i.y,e.z=i.z,e}getAngularVelocity(t,e=new b){const i=this.actorBodies.get(t.id).angvel();return e.x=i.x,e.y=i.y,e.z=i.z,e}setLinearDamping(t,e){const i=this.actorBodies.get(t.id);i?.setLinearDamping(e)}getLienarDamping(t){const e=this.actorBodies.get(t.id);return e?.linearDamping()??0}setAngularDamping(t,e){const i=this.actorBodies.get(t.id);i?.setAngularDamping(e)}getAngularDamping(t){const e=this.actorBodies.get(t.id);e?.angularDamping()}setPosition(t,e){const i=this.actorBodies.get(t.id);i?.setTranslation(rt(e),!1)}getPosition(t,e=new b){const i=this.actorBodies.get(t.id);i&&ut(e,i.translation())}setRotation(t,e){const i=this.actorBodies.get(t.id);i?.setTranslation(at(e),!1)}getRotation(t,e=new w){const i=this.actorBodies.get(t.id);i&&yt(e,i.rotation())}lockTranslations(t,e){const i=this.actorBodies.get(t.id);i?.lockTranslations(e,!1)}lockRotations(t,e){const i=this.actorBodies.get(t.id);i?.lockRotations(e,!1)}setEnabledTranslations(t,e,i,s){const o=this.actorBodies.get(t.id);o?.setEnabledTranslations(e,i,s,!1)}setEnabledRotations(t,e,i,s){const o=this.actorBodies.get(t.id);o?.setEnabledRotations(e,i,s,!1)}addLandscapeGroup(t){const e=t.userData.src,s=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,s=n.geometry.getAttribute("hole"),r=new Float32Array(t.getAttribute("position").array);for(let t=0;t<r.length;t+=3)r[t]*=i.x,r[t+1]*=i.y,r[t+2]*=i.z;const a=t.index;for(let t=0;t<a.count;t+=3){const e=s.getX(a.getX(t)),i=s.getX(a.getY(t)),o=s.getX(a.getZ(t));(e>.5||i>.5||o>.5)&&(a.setX(t,0),a.setY(t,0),a.setZ(t,0))}const l=this.rapier.ColliderDesc.trimesh(r,new Uint32Array(t.getIndex().array));if(!1!==e.collisionDetection){const t=this.world.createRigidBody(this.rapier.RigidBodyDesc.fixed()),e=new this.rapier.Vector3(0,0,0);dt(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 l=s.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 i=t-1-Math.floor(e.i/t);i in a[e.i%t]?a[e.i%t][i]=e.y/r:console.warn("wrong index",{points:a,point:e,i:e.i%t,k:i,heightMap:l})}const c=e.landscape.options.density,d=a.flatMap(t=>t.reverse()),h=i.ColliderDesc.heightfield(c,c,new Float32Array(d),new this.rapier.Vector3(r,r,r));if(!1!==e.collisionDetection){const t=this.world.createRigidBody(this.rapier.RigidBodyDesc.fixed()),e=new this.rapier.Vector3(0,0,0);dt(e,o),t.setTranslation(e,!1),this.world.createCollider(h,t),this.staticBodies.set(n,t)}}}setEnabled(t,e){const i=this.actorBodies.get(t.id);i?.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 s=t.object;let o;switch(i.type??PhysicsBodyType.static){case PhysicsBodyType.dynamic:o=this.rapier.RigidBodyDesc.dynamic(),o.mass=i.mass??1;break;case PhysicsBodyType.kinematic:o=this.rapier.RigidBodyDesc.kinematicPositionBased();break;case PhysicsBodyType.kinematicVelocityBased:o=this.rapier.RigidBodyDesc.kinematicVelocityBased();break;default:o=i.isTrigger?this.rapier.RigidBodyDesc.kinematicVelocityBased():this.rapier.RigidBodyDesc.fixed()}const n=this.world.createRigidBody(o);n.enableCcd(1==i.continousCollisionDetection);for(const t of e)this.addShape(n,t,s);return pt(n,t=>{null!=i.isTrigger&&(t.setSensor(i.isTrigger),t.setActiveCollisionTypes(this.rapier.ActiveCollisionTypes.ALL),t.setActiveEvents(this.rapier.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(n,s),!0===i.ignoreForNavMesh&&(n.userData={ignoreForNavMesh:!0}),this.actorBodies.set(t.id,n),this.bodyActors.set(n,t),new PhysicsBody(n,this.world)}applyTorque(t,e){const i=this.actorBodies.get(t.id);it.x=e.x,it.y=e.y,it.z=e.z,i?.addTorque(it,!0)}applyTorqueImpulse(t,e){const i=this.actorBodies.get(t.id);it.x=e.x,it.y=e.y,it.z=e.z,i?.applyTorqueImpulse(it,!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 i=this.actorBodies.get(t.id);it.x=e.x,it.y=e.y,it.z=e.z,i?.addForce(it,!0)}applyImpulse(t,e){const i=this.actorBodies.get(t.id);it.x=e.x,it.y=e.y,it.z=e.z,i?.applyImpulse(it,!0)}applyLocalForce(t,e,i){const s=this.actorBodies.get(t.id);dt(it,e),null==i?s?.addForce(it,!0):(dt(st,i),s?.addForceAtPoint(it,st,!0))}applyLocalImpulse(t,e,i){const s=this.actorBodies.get(t.id);dt(it,e),null==i?s.applyImpulse(it,!0):(dt(st,i),s.applyImpulseAtPoint(it,st,!0))}applyRadiusImpulse(t,e,s){this.world.bodies.forEach(o=>{if(o.collider(0)?.isSensor())return;if(o.bodyType()!==i.RigidBodyType.Dynamic)return;const n=ot;ut(n,o.translation());const r=n.clone().sub(t);if(r.length()>e)return;const a=r.clone().normalize().multiplyScalar(s);it.x=a.x,it.y=a.y,it.z=a.z,o.applyImpulse(it,!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,i]of this.staticBodies.entries())e.has(t.uuid)&&this.world.getRigidBody(i.handle)&&(this.staticBodies.delete(t),this.world.removeRigidBody(i))}removeSceneObject(t){if(t instanceof j){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,i){return this.activateActorEvents(t),this.collisionEvents.pipe(c(t.disposed),r(({started:t})=>t===i),a(({handle1:t,handle2:e,started:i})=>({a1:this.bodyActors.get(this.world.getCollider(t)?.parent()),a2:this.bodyActors.get(this.world.getCollider(e)?.parent()),started:i})),r(({a1:i,a2:s})=>null!=i&&null!=s&&i.id===t.id&&e(i,s)),a(({a2:t})=>t))}onBeginContact(t){return this.activateActorEvents(t),this.collisionEvents.pipe(c(t.disposed),r(t=>t.started),r(({handle1:e})=>{const i=this.bodyActors.get(this.world.getCollider(e)?.parent());return null!=i&&i.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 i=this.bodyActors.get(this.world.getCollider(e)?.parent());return null!=i&&i.id===t.id}),a(t=>t.handle2))}onHasContactChanged(t){const e=new Set,i=new o(!1);return this.onBeginContact(t).subscribe(t=>{e.add(t),i.next(e.size>0)}),this.onEndContact(t).subscribe(t=>{e.delete(t),i.next(e.size>0)}),i.pipe(n())}onBeginOverlapWithActorType(t,e){return this._onCollisionWithActorEvent(t,(t,i)=>i instanceof e,!0)}onEndOverlapWithActorType(t,e){return this._onCollisionWithActorEvent(t,(t,i)=>i instanceof e,!1)}onBeginOverlapWithActor(t,e){return this._onCollisionWithActorEvent(t,(t,i)=>e.id===i.id,!0)}onEndOverlapWithActor(t,e){return this._onCollisionWithActorEvent(t,(t,i)=>e.id===i.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)}flushModifiedBodyPositionsToColliders(){this.world.propagateModifiedBodyPositionsToColliders()}setupWorld(){const t=new this.rapier.World({x:0,y:-9.81,z:0});this.world=t}sphereCast(t,e,i,s,o=ShapeCastResult.shared,n){o.reset();const r=this.getBallShape(e);this.shapeCacheBall.get;const a={x:t.x,y:t.y,z:t.z},l={x:i.x,y:i.y,z:i.z},c=n?.excludeActor?this.actorBodies.get(n.excludeActor.id):null,d=this.world.castShape(a,{x:0,y:0,z:0,w:1},l,r,.01,s,!0,null,n?.collisionFilter??void 0,null,c,n?.excludeTriggers?t=>!t.isSensor():void 0);if(null!=d){ut(o.hitPoint,d.witness1),o.normal.set(d.normal1.x,d.normal1.y,d.normal1.z),o.distance=d.time_of_impact,o.hasHit=!0;const t=d.collider.parent();if(t){const e=this.bodyActors.get(t);e&&(o.actor=e)}}return o}castActorShape(t,e,i,s=ShapeCastResult.shared,o=void 0){s.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=i;const u=this.world.castShape(l,c,d,a,.01,h,!0,null,o,null,n,void 0);if(null!=u){u.collider;const t=r;return ut(s.hitPoint,u.witness1),bt(t.rotation(),u.normal1,s.normal,H),s.distance=u.time_of_impact,s.actor=this.bodyActors.get(u.collider.parent()),s.hasHit=!0,s}}return s}return console.warn("Actor is not added to the physics system"),s}stop(){if(!this._isStopped){this._isStopped=!0,this.bodyActors.clear(),this.actorBodies.clear(),this.staticBodies.clear(),this.staticMeshes.clear(),this.colliders.clear(),this.fixedupdateSub?.unsubscribe(),this.collisionSub?.unsubscribe(),this.world?.bodies.forEach(t=>this.world.removeRigidBody(t));try{this.world?.free(),this.world=void 0}catch(t){console.warn("Error while freeing physics world",t)}Q.length=0}}createStaticBody(t,e,s){const o=s?.type===PhysicsBodyType.dynamic?i.RigidBodyDesc.dynamic():i.RigidBodyDesc.fixed();o.setSleeping(!0);const n=this.world.createRigidBody(o);let r=0;for(const i of e){if(r>128){console.warn("Too many collision shapes for object",t);break}if(r++,null==i){console.warn("Collision shape is missing for object",t);continue}const o=this.addShape(n,i,t);null!=o&&(null!=s?.friction&&o.setFriction(s.friction),null!=s?.density&&o.setDensity(s.density),null!=s?.mass&&o.setMass(s.mass/e.length),null!=s?.restitution&&o.setRestitution(s.restitution))}return Z(n,t),n.userData=t.uuid,n.sleep(),n}addShape(t=void 0,e,i){const s=i?.getWorldScale(wt)??et,o=this.createShape(e,s);if(null==o)return void console.error("Failed to create physics shape. This can happen if the geometry is degenerate or zero-scaled.",{shapeInfo:e,object:i});this.applyShapeSettings(o,e);const n=e.offset.clone().multiply(s);dt(o.translation,n);const r=(new w).setFromEuler(e.rotation);ht(o.rotation,r),null!=t&&t.numColliders()>128&&console.warn(`Rigid body has many colliders (${t.numColliders()}). Consider using a Trimesh if this is static geometry.`,t);try{return this.world.createCollider(o,t)}catch(t){return void console.error("Failed to create collider",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=i.MassPropsMode.Density),null!=e.mass&&(t.mass=e.mass,t.massPropsMode=i.MassPropsMode.Mass)}createShape(t,e){if(t instanceof D)return this.rapier.ColliderDesc.cuboid(t.dimensions.x*e.x/2,t.dimensions.y*e.y/2,t.dimensions.z*e.z/2);if(t instanceof T){return this.rapier.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:v.mergeVertices(t.geometry),s=extractFloat32Array(i.getAttribute("position"));for(let t=0;t<s.length;t+=3)s[t]*=e.x,s[t+1]*=e.y,s[t+2]*=e.z;const o=i.getIndex();return null==o?(console.error("Trimesh collision shape is missing an index buffer.",t),null):this.rapier.ColliderDesc.trimesh(s,new Uint32Array(o.array))}if(t instanceof M){let i,s;t.mesh instanceof d.Mesh?i=t.mesh.geometry:t.mesh instanceof d.BufferGeometry?i=t.mesh:console.log("Unknownd shape",{shapeInfo:t}),t.mesh instanceof d.Mesh&&(s=N(t.mesh));const o=`${i.uuid}|${s?.x??1},${s?.y??1},${s?.z??1}|${e.x},${e.y},${e.z}`,n=tt.get(o);if(void 0!==n)return n;const r=extractFloat32Array(i.getAttribute("position"));if(null!=s)for(let t=0;t<r.length;t+=3)r[t]*=s.x,r[t+1]*=s.y,r[t+2]*=s.z;for(let t=0;t<r.length;t+=3)r[t]*=e.x,r[t+1]*=e.y,r[t+2]*=e.z;const a=this.rapier.ColliderDesc.convexHull(r);return null==a&&console.error("Failed to compute convex hull. Points may be coplanar or too few.",{count:r.length/3}),tt.set(o,a),a}if(t instanceof F){const i=2*e.x-e.y-e.z;return Math.abs(i)>.01?this.createShape(new M(new d.SphereGeometry(t.radius).scale(e.x,e.y,e.z)),new b(1,1,1)):this.rapier.ColliderDesc.ball(t.radius*Math.max(e.x,e.y,e.z))}return t instanceof E?this.rapier.ColliderDesc.cylinder(t.height/2*e.y,t.radiusTop*Math.max(e.z,e.x)):t instanceof z?this.rapier.ColliderDesc.cone(t.height*e.y,t.radiusBottom/2*Math.max(e.z,e.x)):t instanceof _?this.rapier.ColliderDesc.cuboid(t.width/2*e.x,t.height/2*e.y,.001):(console.error("Unsupported shape",t),this.rapier.ColliderDesc.cuboid(1,1,1))}createCharacterCollision(){return new this.rapier.CharacterCollision}};$=t([C(),e("design:paramtypes",[])],$);export{$ as PhysicsSystem};const X=new b,Y=new d.Quaternion;function Z(t,e){const i=e.getWorldPosition(X),s=e.getWorldQuaternion(Y);t.setTranslation(rt(i),!1),t.setRotation(at(s),!1)}const J=new b,tt=new Map,et=new b(1,1,1),it=new i.Vector3(0,0,0),st=new i.Vector3(0,0,0),ot=new b,nt=new d.Vector2;function rt(t){return dt(it,t),it}function at(t){return ht(H,t),H}let lt=null;const ct=async()=>(null==lt&&(lt=(async()=>{let t=await import("@dimforge/rapier3d-simd-compat");return await t.init(),t})()),lt);function dt(t,e){t.x=e.x,t.y=e.y,t.z=e.z}function ht(t,e){t.x=e.x,t.y=e.y,t.z=e.z,t.w=e.w}function ut(t,e){t.x=e.x,t.y=e.y,t.z=e.z}function yt(t,e){t.x=e.x,t.y=e.y,t.z=e.z,t.w=e.w}function pt(t,e){for(let i=0,s=t.numColliders();i<s;i++){e(t.collider(i))}}const gt=new b,mt=new b,ft=t=>!t.isSensor(),wt=new b;let xt,Bt=class extends S{constructor(){super(...arguments),this._active=!0,this.physics=R($),this.world=R(L)}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}};Bt=t([A()],Bt);export function extractFloat32Array(t){const e=t.itemSize,i=t.count,s=new Float32Array(i*e);for(let o=0;o<i;o++)for(let i=0;i<e;i++)s[o*e+i]=t.getComponent(o,i);return s}function bt(t,e,i,s){return s.set(t.x,t.y,t.z,t.w),i.set(e.x,e.y,e.z),i.applyQuaternion(s),i}export class PhysicsCollider{constructor(t,e){this.collider=t,this.world=e,this.disposed=new l,this.onBeginOverlapActor=new l,this.onEndOverlapActor=new l}dispose(){this.world.removeCollider(this.collider,!1),this.disposed.next(!0),this.disposed.complete(),this.onBeginOverlapActor.complete(),this.onEndOverlapActor.complete()}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)}setNextKinematicPosition(t){this.body.setNextKinematicTranslation(t)}setNextKinematicRotation(t){this.body.setNextKinematicRotation(t)}setType(t){this.body.setBodyType(function(t){switch(t){case PhysicsBodyType.dynamic:return i.RigidBodyType.Dynamic;case PhysicsBodyType.static:return i.RigidBodyType.Fixed;case PhysicsBodyType.kinematic:return i.RigidBodyType.KinematicPositionBased;case PhysicsBodyType.kinematicVelocityBased:return i.RigidBodyType.KinematicVelocityBased}}(t),t!==PhysicsBodyType.static)}setGravityScale(t){this.body.setGravityScale(t,!1)}getGravityScale(){return this.body.gravityScale()}isDynamic(){return this.body.isDynamic()}isKinematic(){return this.body.isKinematic()}isStatic(){return this.body.isFixed()}sleep(){this.body.sleep()}wakeUp(){this.body.wakeUp()}}/*
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  * Copyright (©) 2026 Hology Interactive AB. All rights reserved.
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  * See the LICENSE.md file for details.
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  */