@needle-tools/engine 2.40.0-pre → 2.41.0-pre
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +7 -0
- package/dist/needle-engine.d.ts +269 -123
- package/dist/needle-engine.js +389 -389
- package/dist/needle-engine.js.map +4 -4
- package/dist/needle-engine.min.js +41 -41
- package/dist/needle-engine.min.js.map +4 -4
- package/lib/engine/engine_gizmos.d.ts +1 -0
- package/lib/engine/engine_gizmos.js +16 -4
- package/lib/engine/engine_gizmos.js.map +1 -1
- package/lib/engine/engine_math.d.ts +9 -6
- package/lib/engine/engine_math.js +9 -0
- package/lib/engine/engine_math.js.map +1 -1
- package/lib/engine/engine_physics.js +14 -6
- package/lib/engine/engine_physics.js.map +1 -1
- package/lib/engine/engine_serialization_core.js +2 -0
- package/lib/engine/engine_serialization_core.js.map +1 -1
- package/lib/engine/engine_utils.d.ts +1 -0
- package/lib/engine/engine_utils.js +3 -0
- package/lib/engine/engine_utils.js.map +1 -1
- package/lib/engine-components/AnimationCurve.js +20 -5
- package/lib/engine-components/AnimationCurve.js.map +1 -1
- package/lib/engine-components/Light.d.ts +2 -0
- package/lib/engine-components/Light.js +33 -9
- package/lib/engine-components/Light.js.map +1 -1
- package/lib/engine-components/ParticleSystem.d.ts +15 -26
- package/lib/engine-components/ParticleSystem.js +251 -184
- package/lib/engine-components/ParticleSystem.js.map +1 -1
- package/lib/engine-components/ParticleSystemModules.d.ts +208 -63
- package/lib/engine-components/ParticleSystemModules.js +640 -153
- package/lib/engine-components/ParticleSystemModules.js.map +1 -1
- package/lib/engine-components/WebXR.js +8 -3
- package/lib/engine-components/WebXR.js.map +1 -1
- package/lib/engine-components/codegen/components.d.ts +6 -0
- package/lib/engine-components/codegen/components.js +6 -0
- package/lib/engine-components/codegen/components.js.map +1 -1
- package/package.json +3 -1
- package/src/engine/codegen/register_types.js +24 -0
- package/src/engine/engine_gizmos.ts +19 -4
- package/src/engine/engine_math.ts +19 -6
- package/src/engine/engine_physics.ts +17 -7
- package/src/engine/engine_serialization_core.ts +1 -0
- package/src/engine/engine_utils.ts +5 -0
- package/src/engine-components/AnimationCurve.ts +25 -11
- package/src/engine-components/Light.ts +39 -8
- package/src/engine-components/ParticleSystem.ts +314 -194
- package/src/engine-components/ParticleSystemModules.ts +537 -154
- package/src/engine-components/WebXR.ts +11 -8
- package/src/engine-components/codegen/components.ts +6 -0
- package/src/engine/dist/engine_physics.js +0 -739
- package/src/engine/dist/engine_setup.js +0 -777
- package/src/engine-components/dist/CharacterController.js +0 -123
- package/src/engine-components/dist/RigidBody.js +0 -458
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};
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exports.__esModule = true;
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exports.CharacterControllerInput = exports.CharacterController = void 0;
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var three_1 = require("three");
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var engine_math_1 = require("../engine/engine_math");
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var engine_serialization_1 = require("../engine/engine_serialization");
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var Collider_1 = require("./Collider");
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var Component_1 = require("./Component");
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var RigidBody_1 = require("./RigidBody");
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var CharacterController = /** @class */ (function (_super) {
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__extends(CharacterController, _super);
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function CharacterController() {
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var _this = _super !== null && _super.apply(this, arguments) || this;
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_this.center = new three_1.Vector3(0, 0, 0);
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_this.radius = .5;
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_this.height = 2;
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return _this;
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}
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CharacterController.prototype.onEnable = function () {
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var rb = this.gameObject.getComponent(RigidBody_1.Rigidbody);
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var collider = this.gameObject.getComponent(Collider_1.CapsuleCollider);
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if (!rb)
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rb = this.gameObject.addNewComponent(RigidBody_1.Rigidbody);
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if (!collider)
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collider = this.gameObject.addNewComponent(Collider_1.CapsuleCollider);
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// rb.isKinematic = true;
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collider.center.copy(this.center);
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collider.radius = this.radius;
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collider.height = this.height;
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this.gameObject.rotation.x = 0;
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this.gameObject.rotation.z = 0;
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rb.lockRotationX = true;
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rb.lockRotationY = true;
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rb.lockRotationZ = true;
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};
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CharacterController.prototype.move = function (vec) {
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this.gameObject.position.add(vec);
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};
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CharacterController.prototype.onCollisionEnter = function (col) {
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// console.log(col);
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};
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CharacterController.prototype.onCollisionExit = function (col) {
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};
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CharacterController.prototype.isGrounded = function () {
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};
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__decorate([
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engine_serialization_1.serializeable(three_1.Vector3)
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], CharacterController.prototype, "center");
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__decorate([
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engine_serialization_1.serializeable()
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], CharacterController.prototype, "radius");
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__decorate([
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engine_serialization_1.serializeable()
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], CharacterController.prototype, "height");
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return CharacterController;
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}(Component_1.Behaviour));
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exports.CharacterController = CharacterController;
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var CharacterControllerInput = /** @class */ (function (_super) {
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__extends(CharacterControllerInput, _super);
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function CharacterControllerInput() {
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var _this = _super !== null && _super.apply(this, arguments) || this;
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_this.movementSpeed = 2;
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_this.rotationSpeed = 2;
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_this.jumpHeight = 1;
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_this._currentSpeed = new three_1.Vector3(0, 0, 0);
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_this._currentAngularSpeed = new three_1.Vector3(0, 0, 0);
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_this._temp = new three_1.Vector3(0, 0, 0);
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return _this;
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}
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CharacterControllerInput.prototype.update = function () {
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var forward = this.context.input.isKeyPressed("w");
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var backward = this.context.input.isKeyPressed("s");
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var rotateLeft = this.context.input.isKeyPressed("a");
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var rotateRight = this.context.input.isKeyPressed("d");
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var jump = this.context.input.isKeyPressed("space");
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var step = forward ? 1 : 0 + backward ? -1 : 0;
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this._currentSpeed.z += step * this.movementSpeed * this.context.time.deltaTime;
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this._temp.copy(this._currentSpeed);
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this._temp.applyQuaternion(this.gameObject.quaternion);
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if (this.controller)
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this.controller.move(this._temp);
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else
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this.gameObject.position.add(this._temp);
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var rotation = rotateLeft ? 1 : 0 + rotateRight ? -1 : 0;
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this._currentAngularSpeed.y += engine_math_1.Mathf.toRadians(rotation * this.rotationSpeed) * this.context.time.deltaTime;
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this.gameObject.rotateY(this._currentAngularSpeed.y);
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this._currentSpeed.multiplyScalar(1 - this.context.time.deltaTime * 10);
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this._currentAngularSpeed.y *= 1 - this.context.time.deltaTime * 10;
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};
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__decorate([
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engine_serialization_1.serializeable(CharacterController)
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], CharacterControllerInput.prototype, "controller");
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__decorate([
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engine_serialization_1.serializeable()
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], CharacterControllerInput.prototype, "movementSpeed");
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__decorate([
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engine_serialization_1.serializeable()
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], CharacterControllerInput.prototype, "rotationSpeed");
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__decorate([
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engine_serialization_1.serializeable()
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], CharacterControllerInput.prototype, "jumpHeight");
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return CharacterControllerInput;
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}(Component_1.Behaviour));
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exports.CharacterControllerInput = CharacterControllerInput;
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exports.__esModule = true;
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exports.Rigidbody = void 0;
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var Component_1 = require("./Component");
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var THREE = require("three");
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var engine_three_utils_1 = require("../engine/engine_three_utils");
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var engine_serialization_decorator_1 = require("../engine/engine_serialization_decorator");
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var engine_utils_1 = require("../engine/engine_utils");
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var three_1 = require("three");
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var engine_physics_types_1 = require("../engine/engine_physics.types");
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var engine_util_decorator_1 = require("../engine/engine_util_decorator");
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var engine_setup_1 = require("../engine/engine_setup");
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var TransformWatch = /** @class */ (function () {
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function TransformWatch(obj, context) {
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this.positionChanged = false;
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this.rotationChanged = false;
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this._positionKeys = ["x", "y", "z"];
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this._quaternionKeys = ["_x", "_y", "_z", "_w"];
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this.mute = false;
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this.context = context;
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this.obj = obj;
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}
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Object.defineProperty(TransformWatch.prototype, "isDirty", {
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get: function () {
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return this.positionChanged || this.rotationChanged;
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},
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enumerable: false,
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configurable: true
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TransformWatch.prototype.reset = function () {
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// delete this.position[key];
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// if (this.quaternion)
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// for (const key of this._quaternionKeys)
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// delete this.quaternion[key];
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};
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TransformWatch.prototype.applyValues = function () {
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if (this.positionChanged && this.position) {
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for (var _i = 0, _a = this._positionKeys; _i < _a.length; _i++) {
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this.obj.position[key] = val;
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}
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}
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if (this.rotationChanged) {
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if (this.quaternion) {
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for (var _b = 0, _c = this._quaternionKeys; _b < _c.length; _b++) {
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this.obj.quaternion[key] = val;
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}
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}
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}
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};
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TransformWatch.prototype.start = function (position, rotation) {
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var _this = this;
|
|
112
|
-
this.reset();
|
|
113
|
-
if (position) {
|
|
114
|
-
if (!this._positionWatch)
|
|
115
|
-
this._positionWatch = new engine_utils_1.Watch(this.obj.position, ["x", "y", "z"]);
|
|
116
|
-
this._positionWatch.apply();
|
|
117
|
-
this.position = {};
|
|
118
|
-
// this.position = this.obj.position.clone();
|
|
119
|
-
this._positionWatch.subscribeWrite(function (val, prop) {
|
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120
|
-
if (_this.context.physics.isUpdating || _this.mute)
|
|
121
|
-
return;
|
|
122
|
-
var prev = _this.position[prop];
|
|
123
|
-
if (Math.abs(prev - val) < .00001)
|
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124
|
-
return;
|
|
125
|
-
_this.position[prop] = val;
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|
126
|
-
_this.positionChanged = true;
|
|
127
|
-
});
|
|
128
|
-
}
|
|
129
|
-
if (rotation) {
|
|
130
|
-
if (!this._rotationWatch)
|
|
131
|
-
this._rotationWatch = new engine_utils_1.Watch(this.obj.quaternion, ["_x", "_y", "_z", "_w"]);
|
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132
|
-
this._rotationWatch.apply();
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133
|
-
this.quaternion = {};
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134
|
-
// this.quaternion = this.obj.quaternion.clone();
|
|
135
|
-
this._rotationWatch.subscribeWrite(function (val, prop) {
|
|
136
|
-
if (_this.context.physics.isUpdating || _this.mute)
|
|
137
|
-
return;
|
|
138
|
-
var prev = _this.quaternion[prop];
|
|
139
|
-
if (Math.abs(prev - val) < .00001)
|
|
140
|
-
return;
|
|
141
|
-
_this.quaternion[prop] = val;
|
|
142
|
-
_this.rotationChanged = true;
|
|
143
|
-
});
|
|
144
|
-
}
|
|
145
|
-
};
|
|
146
|
-
TransformWatch.prototype.stop = function () {
|
|
147
|
-
var _a, _b;
|
|
148
|
-
(_a = this._positionWatch) === null || _a === void 0 ? void 0 : _a.revoke();
|
|
149
|
-
(_b = this._rotationWatch) === null || _b === void 0 ? void 0 : _b.revoke();
|
|
150
|
-
};
|
|
151
|
-
return TransformWatch;
|
|
152
|
-
}());
|
|
153
|
-
var Rigidbody = /** @class */ (function (_super) {
|
|
154
|
-
__extends(Rigidbody, _super);
|
|
155
|
-
function Rigidbody() {
|
|
156
|
-
var _this = _super !== null && _super.apply(this, arguments) || this;
|
|
157
|
-
_this.mass = 1;
|
|
158
|
-
_this.useGravity = true;
|
|
159
|
-
_this.constraints = engine_physics_types_1.RigidbodyConstraints.None;
|
|
160
|
-
_this.isKinematic = false;
|
|
161
|
-
_this.drag = 0;
|
|
162
|
-
_this.angularDrag = 1;
|
|
163
|
-
_this.detectCollisions = true;
|
|
164
|
-
_this.sleepThreshold = 0.01;
|
|
165
|
-
_this.collisionDetectionMode = engine_physics_types_1.CollisionDetectionMode.Discrete;
|
|
166
|
-
_this._propertiesChanged = false;
|
|
167
|
-
return _this;
|
|
168
|
-
}
|
|
169
|
-
Object.defineProperty(Rigidbody.prototype, "lockPositionX", {
|
|
170
|
-
get: function () {
|
|
171
|
-
return (this.constraints & engine_physics_types_1.RigidbodyConstraints.FreezePositionX) !== 0;
|
|
172
|
-
},
|
|
173
|
-
set: function (v) {
|
|
174
|
-
if (v)
|
|
175
|
-
this.constraints |= engine_physics_types_1.RigidbodyConstraints.FreezePositionX;
|
|
176
|
-
else
|
|
177
|
-
this.constraints &= ~engine_physics_types_1.RigidbodyConstraints.FreezePositionX;
|
|
178
|
-
},
|
|
179
|
-
enumerable: false,
|
|
180
|
-
configurable: true
|
|
181
|
-
});
|
|
182
|
-
Object.defineProperty(Rigidbody.prototype, "lockPositionY", {
|
|
183
|
-
get: function () {
|
|
184
|
-
return (this.constraints & engine_physics_types_1.RigidbodyConstraints.FreezePositionY) !== 0;
|
|
185
|
-
},
|
|
186
|
-
set: function (v) {
|
|
187
|
-
if (v)
|
|
188
|
-
this.constraints |= engine_physics_types_1.RigidbodyConstraints.FreezePositionY;
|
|
189
|
-
else
|
|
190
|
-
this.constraints &= ~engine_physics_types_1.RigidbodyConstraints.FreezePositionY;
|
|
191
|
-
},
|
|
192
|
-
enumerable: false,
|
|
193
|
-
configurable: true
|
|
194
|
-
});
|
|
195
|
-
Object.defineProperty(Rigidbody.prototype, "lockPositionZ", {
|
|
196
|
-
get: function () {
|
|
197
|
-
return (this.constraints & engine_physics_types_1.RigidbodyConstraints.FreezePositionZ) !== 0;
|
|
198
|
-
},
|
|
199
|
-
set: function (v) {
|
|
200
|
-
if (v)
|
|
201
|
-
this.constraints |= engine_physics_types_1.RigidbodyConstraints.FreezePositionZ;
|
|
202
|
-
else
|
|
203
|
-
this.constraints &= ~engine_physics_types_1.RigidbodyConstraints.FreezePositionZ;
|
|
204
|
-
},
|
|
205
|
-
enumerable: false,
|
|
206
|
-
configurable: true
|
|
207
|
-
});
|
|
208
|
-
Object.defineProperty(Rigidbody.prototype, "lockRotationX", {
|
|
209
|
-
get: function () {
|
|
210
|
-
return (this.constraints & engine_physics_types_1.RigidbodyConstraints.FreezeRotationX) !== 0;
|
|
211
|
-
},
|
|
212
|
-
set: function (v) {
|
|
213
|
-
if (v)
|
|
214
|
-
this.constraints |= engine_physics_types_1.RigidbodyConstraints.FreezeRotationX;
|
|
215
|
-
else
|
|
216
|
-
this.constraints &= ~engine_physics_types_1.RigidbodyConstraints.FreezeRotationX;
|
|
217
|
-
},
|
|
218
|
-
enumerable: false,
|
|
219
|
-
configurable: true
|
|
220
|
-
});
|
|
221
|
-
Object.defineProperty(Rigidbody.prototype, "lockRotationY", {
|
|
222
|
-
get: function () {
|
|
223
|
-
return (this.constraints & engine_physics_types_1.RigidbodyConstraints.FreezeRotationY) !== 0;
|
|
224
|
-
},
|
|
225
|
-
set: function (v) {
|
|
226
|
-
if (v)
|
|
227
|
-
this.constraints |= engine_physics_types_1.RigidbodyConstraints.FreezeRotationY;
|
|
228
|
-
else
|
|
229
|
-
this.constraints &= ~engine_physics_types_1.RigidbodyConstraints.FreezeRotationY;
|
|
230
|
-
},
|
|
231
|
-
enumerable: false,
|
|
232
|
-
configurable: true
|
|
233
|
-
});
|
|
234
|
-
Object.defineProperty(Rigidbody.prototype, "lockRotationZ", {
|
|
235
|
-
get: function () {
|
|
236
|
-
return (this.constraints & engine_physics_types_1.RigidbodyConstraints.FreezeRotationZ) !== 0;
|
|
237
|
-
},
|
|
238
|
-
set: function (v) {
|
|
239
|
-
if (v)
|
|
240
|
-
this.constraints |= engine_physics_types_1.RigidbodyConstraints.FreezeRotationZ;
|
|
241
|
-
else
|
|
242
|
-
this.constraints &= ~engine_physics_types_1.RigidbodyConstraints.FreezeRotationZ;
|
|
243
|
-
},
|
|
244
|
-
enumerable: false,
|
|
245
|
-
configurable: true
|
|
246
|
-
});
|
|
247
|
-
Rigidbody.prototype.awake = function () {
|
|
248
|
-
this._watch = undefined;
|
|
249
|
-
this._currentVelocity = new THREE.Vector3();
|
|
250
|
-
this._smoothedVelocity = new THREE.Vector3();
|
|
251
|
-
this._smoothedVelocityGetter = new THREE.Vector3();
|
|
252
|
-
this._lastPosition = new THREE.Vector3();
|
|
253
|
-
};
|
|
254
|
-
Rigidbody.prototype.onEnable = function () {
|
|
255
|
-
if (!this._watch) {
|
|
256
|
-
this._watch = new TransformWatch(this.gameObject, this.context);
|
|
257
|
-
}
|
|
258
|
-
this._watch.start(true, true);
|
|
259
|
-
this.startCoroutine(this.beforePhysics(), engine_setup_1.FrameEvent.LateUpdate);
|
|
260
|
-
};
|
|
261
|
-
Rigidbody.prototype.onDisable = function () {
|
|
262
|
-
var _a;
|
|
263
|
-
(_a = this._watch) === null || _a === void 0 ? void 0 : _a.stop();
|
|
264
|
-
this.context.physics.removeBody(this);
|
|
265
|
-
};
|
|
266
|
-
Rigidbody.prototype.onDestroy = function () {
|
|
267
|
-
this.context.physics.removeBody(this);
|
|
268
|
-
};
|
|
269
|
-
Rigidbody.prototype.onValidate = function () {
|
|
270
|
-
this._propertiesChanged = true;
|
|
271
|
-
};
|
|
272
|
-
// need to do this right before updating physics to prevent rendered object glitching through physical bodies
|
|
273
|
-
Rigidbody.prototype.beforePhysics = function () {
|
|
274
|
-
var _a;
|
|
275
|
-
return __generator(this, function (_b) {
|
|
276
|
-
switch (_b.label) {
|
|
277
|
-
case 0:
|
|
278
|
-
if (!true) return [3 /*break*/, 2];
|
|
279
|
-
if (this._propertiesChanged) {
|
|
280
|
-
this._propertiesChanged = false;
|
|
281
|
-
this.context.physics.updateProperties(this);
|
|
282
|
-
}
|
|
283
|
-
if ((_a = this._watch) === null || _a === void 0 ? void 0 : _a.isDirty) {
|
|
284
|
-
this._watch.mute = true;
|
|
285
|
-
this._watch.applyValues();
|
|
286
|
-
this.context.physics.updateBody(this, this._watch.positionChanged, this._watch.rotationChanged);
|
|
287
|
-
this._watch.reset();
|
|
288
|
-
}
|
|
289
|
-
this.captureVelocity();
|
|
290
|
-
return [4 /*yield*/];
|
|
291
|
-
case 1:
|
|
292
|
-
_b.sent();
|
|
293
|
-
return [3 /*break*/, 0];
|
|
294
|
-
case 2: return [2 /*return*/];
|
|
295
|
-
}
|
|
296
|
-
});
|
|
297
|
-
};
|
|
298
|
-
Object.defineProperty(Rigidbody.prototype, "body", {
|
|
299
|
-
get: function () {
|
|
300
|
-
return this.context.physics.internal_getRigidbody(this);
|
|
301
|
-
},
|
|
302
|
-
enumerable: false,
|
|
303
|
-
configurable: true
|
|
304
|
-
});
|
|
305
|
-
// TODO: we need to differentiate between setting a physics body to a new position and moving it where we also want to affect the velocity
|
|
306
|
-
// public teleport(){
|
|
307
|
-
// this.context.physics.updateBody(this);
|
|
308
|
-
// }
|
|
309
|
-
Rigidbody.prototype.resetForces = function () {
|
|
310
|
-
var _a;
|
|
311
|
-
(_a = this.body) === null || _a === void 0 ? void 0 : _a.resetForces(true);
|
|
312
|
-
};
|
|
313
|
-
Rigidbody.prototype.resetTorques = function () {
|
|
314
|
-
var _a;
|
|
315
|
-
(_a = this.body) === null || _a === void 0 ? void 0 : _a.resetTorques(true);
|
|
316
|
-
};
|
|
317
|
-
Rigidbody.prototype.resetVelocities = function () {
|
|
318
|
-
this.setVelocity(0, 0, 0);
|
|
319
|
-
this.setAngularVelocity(0, 0, 0);
|
|
320
|
-
};
|
|
321
|
-
Rigidbody.prototype.resetForcesAndTorques = function () {
|
|
322
|
-
this.resetForces();
|
|
323
|
-
this.resetTorques();
|
|
324
|
-
};
|
|
325
|
-
Rigidbody.prototype.wakeUp = function () {
|
|
326
|
-
var _a;
|
|
327
|
-
(_a = this.body) === null || _a === void 0 ? void 0 : _a.wakeUp();
|
|
328
|
-
};
|
|
329
|
-
Rigidbody.prototype.applyForce = function (vec, _rel) {
|
|
330
|
-
var _a;
|
|
331
|
-
(_a = this.body) === null || _a === void 0 ? void 0 : _a.addForce(vec, true);
|
|
332
|
-
};
|
|
333
|
-
Rigidbody.prototype.applyImpulse = function (vec) {
|
|
334
|
-
var _a;
|
|
335
|
-
(_a = this.body) === null || _a === void 0 ? void 0 : _a.applyImpulse(vec, true);
|
|
336
|
-
};
|
|
337
|
-
Rigidbody.prototype.setForce = function (x, y, z) {
|
|
338
|
-
var _a, _b;
|
|
339
|
-
(_a = this.body) === null || _a === void 0 ? void 0 : _a.resetForces(true);
|
|
340
|
-
(_b = this.body) === null || _b === void 0 ? void 0 : _b.addForce({ x: x, y: y, z: z }, true);
|
|
341
|
-
};
|
|
342
|
-
Rigidbody.prototype.getVelocity = function () {
|
|
343
|
-
var _a;
|
|
344
|
-
var vel = (_a = this.body) === null || _a === void 0 ? void 0 : _a.linvel();
|
|
345
|
-
if (!vel)
|
|
346
|
-
return this._currentVelocity.set(0, 0, 0);
|
|
347
|
-
this._currentVelocity.x = vel.x;
|
|
348
|
-
this._currentVelocity.y = vel.y;
|
|
349
|
-
this._currentVelocity.z = vel.z;
|
|
350
|
-
return this._currentVelocity;
|
|
351
|
-
};
|
|
352
|
-
Rigidbody.prototype.setVelocity = function (x, y, z) {
|
|
353
|
-
var _a, _b;
|
|
354
|
-
if (x instanceof three_1.Vector3) {
|
|
355
|
-
var vec = x;
|
|
356
|
-
(_a = this.body) === null || _a === void 0 ? void 0 : _a.setLinvel(vec, true);
|
|
357
|
-
return;
|
|
358
|
-
}
|
|
359
|
-
if (y === undefined || z === undefined)
|
|
360
|
-
return;
|
|
361
|
-
(_b = this.body) === null || _b === void 0 ? void 0 : _b.setLinvel({ x: x, y: y, z: z }, true);
|
|
362
|
-
};
|
|
363
|
-
Rigidbody.prototype.setAngularVelocity = function (x, y, z) {
|
|
364
|
-
var _a, _b;
|
|
365
|
-
if (x instanceof three_1.Vector3) {
|
|
366
|
-
var vec = x;
|
|
367
|
-
(_a = this.body) === null || _a === void 0 ? void 0 : _a.setAngvel(vec, true);
|
|
368
|
-
return;
|
|
369
|
-
}
|
|
370
|
-
if (y === undefined || z === undefined)
|
|
371
|
-
return;
|
|
372
|
-
(_b = this.body) === null || _b === void 0 ? void 0 : _b.setAngvel({ x: x, y: y, z: z }, true);
|
|
373
|
-
};
|
|
374
|
-
Rigidbody.prototype.setTorque = function (x, y, z) {
|
|
375
|
-
this.setAngularVelocity(x, y, z);
|
|
376
|
-
};
|
|
377
|
-
Object.defineProperty(Rigidbody.prototype, "smoothedVelocity", {
|
|
378
|
-
get: function () {
|
|
379
|
-
this._smoothedVelocityGetter.copy(this._smoothedVelocity);
|
|
380
|
-
return this._smoothedVelocityGetter.multiplyScalar(1 / this.context.time.deltaTime);
|
|
381
|
-
},
|
|
382
|
-
enumerable: false,
|
|
383
|
-
configurable: true
|
|
384
|
-
});
|
|
385
|
-
// public get smoothedVelocity() { return this._smoothedVelocity; }
|
|
386
|
-
/**d
|
|
387
|
-
* @deprecated not used anymore
|
|
388
|
-
*/
|
|
389
|
-
Rigidbody.prototype.setBodyFromGameObject = function (_velocity) {
|
|
390
|
-
if (_velocity === void 0) { _velocity = null; }
|
|
391
|
-
if (this.gameObject && !this.destroyed) {
|
|
392
|
-
// this.context.physics.updateBody(this);
|
|
393
|
-
// this._ignoreChange = true;
|
|
394
|
-
// const wp = this.worldPosition;
|
|
395
|
-
// this.body.position.set(wp.x, wp.y, wp.z);
|
|
396
|
-
// const wr = this.worldQuaternion;
|
|
397
|
-
// this.body.quaternion.set(wr.x, wr.y, wr.z, wr.w);
|
|
398
|
-
// if (velocity) {
|
|
399
|
-
// Rigidbody.copyVector3.set(velocity.x, velocity.y, velocity.z);
|
|
400
|
-
// this._smoothedVelocity.lerp(Rigidbody.copyVector3, this.context.time.deltaTime / .1);
|
|
401
|
-
// const sm = this._smoothedVelocity;
|
|
402
|
-
// this.body.velocity.x = sm.x;
|
|
403
|
-
// this.body.velocity.y = sm.y;
|
|
404
|
-
// this.body.velocity.z = sm.z;
|
|
405
|
-
// }
|
|
406
|
-
// this._ignoreChange = false;
|
|
407
|
-
}
|
|
408
|
-
};
|
|
409
|
-
Rigidbody.prototype.captureVelocity = function () {
|
|
410
|
-
if (this.body) {
|
|
411
|
-
var wp = engine_three_utils_1.getWorldPosition(this.gameObject);
|
|
412
|
-
Rigidbody.tempPosition.copy(wp);
|
|
413
|
-
var vel = wp.sub(this._lastPosition);
|
|
414
|
-
this._lastPosition.copy(Rigidbody.tempPosition);
|
|
415
|
-
this._smoothedVelocity.lerp(vel, this.context.time.deltaTime / .1);
|
|
416
|
-
// this._smoothedVelocity.set(0, 1 / this.context.time.deltaTime, 0);
|
|
417
|
-
}
|
|
418
|
-
};
|
|
419
|
-
Rigidbody.tempPosition = new THREE.Vector3();
|
|
420
|
-
__decorate([
|
|
421
|
-
engine_util_decorator_1.validate(),
|
|
422
|
-
engine_serialization_decorator_1.serializeable()
|
|
423
|
-
], Rigidbody.prototype, "mass");
|
|
424
|
-
__decorate([
|
|
425
|
-
engine_util_decorator_1.validate(),
|
|
426
|
-
engine_serialization_decorator_1.serializeable()
|
|
427
|
-
], Rigidbody.prototype, "useGravity");
|
|
428
|
-
__decorate([
|
|
429
|
-
engine_util_decorator_1.validate(),
|
|
430
|
-
engine_serialization_decorator_1.serializeable()
|
|
431
|
-
], Rigidbody.prototype, "constraints");
|
|
432
|
-
__decorate([
|
|
433
|
-
engine_util_decorator_1.validate(),
|
|
434
|
-
engine_serialization_decorator_1.serializeable()
|
|
435
|
-
], Rigidbody.prototype, "isKinematic");
|
|
436
|
-
__decorate([
|
|
437
|
-
engine_util_decorator_1.validate(),
|
|
438
|
-
engine_serialization_decorator_1.serializeable()
|
|
439
|
-
], Rigidbody.prototype, "drag");
|
|
440
|
-
__decorate([
|
|
441
|
-
engine_util_decorator_1.validate(),
|
|
442
|
-
engine_serialization_decorator_1.serializeable()
|
|
443
|
-
], Rigidbody.prototype, "angularDrag");
|
|
444
|
-
__decorate([
|
|
445
|
-
engine_util_decorator_1.validate(),
|
|
446
|
-
engine_serialization_decorator_1.serializeable()
|
|
447
|
-
], Rigidbody.prototype, "detectCollisions");
|
|
448
|
-
__decorate([
|
|
449
|
-
engine_util_decorator_1.validate(),
|
|
450
|
-
engine_serialization_decorator_1.serializeable()
|
|
451
|
-
], Rigidbody.prototype, "sleepThreshold");
|
|
452
|
-
__decorate([
|
|
453
|
-
engine_util_decorator_1.validate(),
|
|
454
|
-
engine_serialization_decorator_1.serializeable()
|
|
455
|
-
], Rigidbody.prototype, "collisionDetectionMode");
|
|
456
|
-
return Rigidbody;
|
|
457
|
-
}(Component_1.Behaviour));
|
|
458
|
-
exports.Rigidbody = Rigidbody;
|