@needle-tools/engine 3.28.6-beta → 3.28.7-beta.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (848) hide show
  1. package/CHANGELOG.md +2259 -2253
  2. package/LICENSE.md +10 -10
  3. package/README.md +52 -52
  4. package/dist/needle-engine.js +7 -10
  5. package/dist/needle-engine.light.js +7 -10
  6. package/dist/needle-engine.light.min.js +7 -10
  7. package/dist/needle-engine.light.umd.cjs +7 -10
  8. package/dist/needle-engine.min.js +7 -10
  9. package/dist/needle-engine.umd.cjs +7 -10
  10. package/lib/engine/api.d.ts +52 -52
  11. package/lib/engine/api.js +51 -51
  12. package/lib/engine/assets/index.d.ts +1 -1
  13. package/lib/engine/assets/index.js +4 -4
  14. package/lib/engine/codegen/register_types.d.ts +1 -1
  15. package/lib/engine/codegen/register_types.js +439 -439
  16. package/lib/engine/debug/debug.d.ts +12 -12
  17. package/lib/engine/debug/debug.js +26 -26
  18. package/lib/engine/debug/debug_console.d.ts +2 -2
  19. package/lib/engine/debug/debug_console.js +204 -204
  20. package/lib/engine/debug/debug_overlay.d.ts +10 -10
  21. package/lib/engine/debug/debug_overlay.js +277 -277
  22. package/lib/engine/debug/index.d.ts +1 -1
  23. package/lib/engine/debug/index.js +1 -1
  24. package/lib/engine/engine_addressables.d.ts +75 -75
  25. package/lib/engine/engine_addressables.js +441 -441
  26. package/lib/engine/engine_application.d.ts +19 -19
  27. package/lib/engine/engine_application.js +45 -45
  28. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  29. package/lib/engine/engine_assetdatabase.js +341 -341
  30. package/lib/engine/engine_camera.d.ts +6 -6
  31. package/lib/engine/engine_camera.js +23 -23
  32. package/lib/engine/engine_components.d.ts +17 -17
  33. package/lib/engine/engine_components.js +273 -273
  34. package/lib/engine/engine_components_internal.d.ts +11 -11
  35. package/lib/engine/engine_components_internal.js +41 -41
  36. package/lib/engine/engine_constants.d.ts +5 -5
  37. package/lib/engine/engine_constants.js +32 -32
  38. package/lib/engine/engine_context.d.ts +269 -269
  39. package/lib/engine/engine_context.js +1242 -1242
  40. package/lib/engine/engine_context_registry.d.ts +50 -50
  41. package/lib/engine/engine_context_registry.js +89 -89
  42. package/lib/engine/engine_coroutine.d.ts +4 -4
  43. package/lib/engine/engine_coroutine.js +21 -21
  44. package/lib/engine/engine_create_objects.d.ts +13 -13
  45. package/lib/engine/engine_create_objects.js +33 -33
  46. package/lib/engine/engine_default_parameters.d.ts +2 -2
  47. package/lib/engine/engine_default_parameters.js +3 -3
  48. package/lib/engine/engine_editor-sync.d.ts +17 -17
  49. package/lib/engine/engine_editor-sync.js +7 -7
  50. package/lib/engine/engine_element.d.ts +55 -55
  51. package/lib/engine/engine_element.js +559 -559
  52. package/lib/engine/engine_element_attributes.d.ts +49 -49
  53. package/lib/engine/engine_element_attributes.js +1 -1
  54. package/lib/engine/engine_element_extras.d.ts +6 -6
  55. package/lib/engine/engine_element_extras.js +13 -13
  56. package/lib/engine/engine_element_loading.d.ts +40 -40
  57. package/lib/engine/engine_element_loading.js +312 -312
  58. package/lib/engine/engine_element_overlay.d.ts +19 -19
  59. package/lib/engine/engine_element_overlay.js +143 -143
  60. package/lib/engine/engine_fileloader.d.ts +3 -3
  61. package/lib/engine/engine_fileloader.js +7 -7
  62. package/lib/engine/engine_gameobject.d.ts +39 -39
  63. package/lib/engine/engine_gameobject.js +559 -559
  64. package/lib/engine/engine_generic_utils.d.ts +1 -1
  65. package/lib/engine/engine_generic_utils.js +13 -13
  66. package/lib/engine/engine_gizmos.d.ts +26 -26
  67. package/lib/engine/engine_gizmos.js +282 -282
  68. package/lib/engine/engine_gltf.d.ts +13 -13
  69. package/lib/engine/engine_gltf.js +15 -15
  70. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  71. package/lib/engine/engine_gltf_builtin_components.js +298 -298
  72. package/lib/engine/engine_hot_reload.d.ts +5 -5
  73. package/lib/engine/engine_hot_reload.js +182 -182
  74. package/lib/engine/engine_input.d.ts +129 -129
  75. package/lib/engine/engine_input.js +799 -799
  76. package/lib/engine/engine_input_utils.d.ts +2 -2
  77. package/lib/engine/engine_input_utils.js +22 -22
  78. package/lib/engine/engine_instancing.d.ts +16 -16
  79. package/lib/engine/engine_instancing.js +36 -36
  80. package/lib/engine/engine_license.d.ts +4 -4
  81. package/lib/engine/engine_license.js +398 -398
  82. package/lib/engine/engine_lifecycle_api.d.ts +14 -14
  83. package/lib/engine/engine_lifecycle_api.js +24 -24
  84. package/lib/engine/engine_lifecycle_functions_internal.d.ts +6 -6
  85. package/lib/engine/engine_lifecycle_functions_internal.js +28 -28
  86. package/lib/engine/engine_lightdata.d.ts +23 -23
  87. package/lib/engine/engine_lightdata.js +86 -86
  88. package/lib/engine/engine_loaders.d.ts +7 -7
  89. package/lib/engine/engine_loaders.js +69 -69
  90. package/lib/engine/engine_mainloop_utils.d.ts +13 -13
  91. package/lib/engine/engine_mainloop_utils.js +426 -426
  92. package/lib/engine/engine_math.d.ts +43 -43
  93. package/lib/engine/engine_math.js +147 -147
  94. package/lib/engine/engine_networking.d.ts +176 -176
  95. package/lib/engine/engine_networking.js +649 -649
  96. package/lib/engine/engine_networking_auto.d.ts +24 -24
  97. package/lib/engine/engine_networking_auto.js +324 -324
  98. package/lib/engine/engine_networking_files.d.ts +23 -23
  99. package/lib/engine/engine_networking_files.js +176 -176
  100. package/lib/engine/engine_networking_files_default_components.d.ts +3 -3
  101. package/lib/engine/engine_networking_files_default_components.js +39 -39
  102. package/lib/engine/engine_networking_instantiate.d.ts +39 -39
  103. package/lib/engine/engine_networking_instantiate.js +302 -302
  104. package/lib/engine/engine_networking_peer.d.ts +15 -15
  105. package/lib/engine/engine_networking_peer.js +132 -132
  106. package/lib/engine/engine_networking_streams.d.ts +90 -90
  107. package/lib/engine/engine_networking_streams.js +428 -428
  108. package/lib/engine/engine_networking_types.d.ts +14 -14
  109. package/lib/engine/engine_networking_types.js +7 -7
  110. package/lib/engine/engine_networking_utils.d.ts +2 -2
  111. package/lib/engine/engine_networking_utils.js +20 -20
  112. package/lib/engine/engine_patcher.d.ts +10 -10
  113. package/lib/engine/engine_patcher.js +142 -142
  114. package/lib/engine/engine_physics.d.ts +115 -115
  115. package/lib/engine/engine_physics.js +228 -228
  116. package/lib/engine/engine_physics.types.d.ts +37 -37
  117. package/lib/engine/engine_physics.types.js +33 -33
  118. package/lib/engine/engine_physics_rapier.d.ts +112 -112
  119. package/lib/engine/engine_physics_rapier.js +1266 -1266
  120. package/lib/engine/engine_playerview.d.ts +26 -26
  121. package/lib/engine/engine_playerview.js +64 -64
  122. package/lib/engine/engine_scenelighting.d.ts +74 -74
  123. package/lib/engine/engine_scenelighting.js +285 -285
  124. package/lib/engine/engine_scenetools.d.ts +35 -35
  125. package/lib/engine/engine_scenetools.js +212 -212
  126. package/lib/engine/engine_serialization.d.ts +4 -4
  127. package/lib/engine/engine_serialization.js +4 -4
  128. package/lib/engine/engine_serialization_builtin_serializer.d.ts +62 -62
  129. package/lib/engine/engine_serialization_builtin_serializer.js +369 -369
  130. package/lib/engine/engine_serialization_core.d.ts +84 -84
  131. package/lib/engine/engine_serialization_core.js +576 -576
  132. package/lib/engine/engine_serialization_decorator.d.ts +15 -15
  133. package/lib/engine/engine_serialization_decorator.js +54 -54
  134. package/lib/engine/engine_setup.d.ts +1 -1
  135. package/lib/engine/engine_setup.js +2 -2
  136. package/lib/engine/engine_shaders.d.ts +31 -31
  137. package/lib/engine/engine_shaders.js +229 -229
  138. package/lib/engine/engine_shims.d.ts +3 -3
  139. package/lib/engine/engine_shims.js +22 -22
  140. package/lib/engine/engine_texture.d.ts +20 -20
  141. package/lib/engine/engine_texture.js +57 -57
  142. package/lib/engine/engine_three_utils.d.ts +51 -51
  143. package/lib/engine/engine_three_utils.js +342 -342
  144. package/lib/engine/engine_time.d.ts +19 -19
  145. package/lib/engine/engine_time.js +47 -47
  146. package/lib/engine/engine_types.d.ts +358 -358
  147. package/lib/engine/engine_types.js +72 -72
  148. package/lib/engine/engine_typestore.d.ts +16 -16
  149. package/lib/engine/engine_typestore.js +35 -35
  150. package/lib/engine/engine_util_decorator.d.ts +12 -12
  151. package/lib/engine/engine_util_decorator.js +115 -115
  152. package/lib/engine/engine_utils.d.ts +104 -104
  153. package/lib/engine/engine_utils.js +518 -518
  154. package/lib/engine/engine_utils_screenshot.d.ts +10 -10
  155. package/lib/engine/engine_utils_screenshot.js +70 -70
  156. package/lib/engine/engine_web_api.d.ts +12 -12
  157. package/lib/engine/engine_web_api.js +112 -112
  158. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  159. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  160. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +116 -116
  161. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +91 -91
  162. package/lib/engine/extensions/NEEDLE_components.d.ts +33 -33
  163. package/lib/engine/extensions/NEEDLE_components.js +206 -206
  164. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  165. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  166. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +38 -38
  167. package/lib/engine/extensions/NEEDLE_lighting_settings.js +183 -183
  168. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  169. package/lib/engine/extensions/NEEDLE_lightmaps.js +108 -108
  170. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  171. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  172. package/lib/engine/extensions/NEEDLE_progressive.d.ts +41 -41
  173. package/lib/engine/extensions/NEEDLE_progressive.js +366 -366
  174. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  175. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  176. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +39 -39
  177. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +544 -544
  178. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  179. package/lib/engine/extensions/extension_resolver.js +1 -1
  180. package/lib/engine/extensions/extension_utils.d.ts +2 -2
  181. package/lib/engine/extensions/extension_utils.js +140 -140
  182. package/lib/engine/extensions/extensions.d.ts +21 -21
  183. package/lib/engine/extensions/extensions.js +94 -94
  184. package/lib/engine/extensions/index.d.ts +5 -5
  185. package/lib/engine/extensions/index.js +5 -5
  186. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  187. package/lib/engine/extensions/usage_tracker.js +61 -61
  188. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  189. package/lib/engine/js-extensions/Camera.js +36 -36
  190. package/lib/engine/js-extensions/Layers.d.ts +3 -3
  191. package/lib/engine/js-extensions/Layers.js +19 -19
  192. package/lib/engine/js-extensions/index.d.ts +2 -2
  193. package/lib/engine/js-extensions/index.js +2 -2
  194. package/lib/engine/shaders/shaderData.d.ts +55 -55
  195. package/lib/engine/shaders/shaderData.js +58 -58
  196. package/lib/engine/tests/test_utils.d.ts +2 -2
  197. package/lib/engine/tests/test_utils.js +53 -53
  198. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  199. package/lib/engine-components/AlignmentConstraint.js +39 -39
  200. package/lib/engine-components/Animation.d.ts +53 -53
  201. package/lib/engine-components/Animation.js +333 -333
  202. package/lib/engine-components/AnimationCurve.d.ts +16 -16
  203. package/lib/engine-components/AnimationCurve.js +97 -97
  204. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  205. package/lib/engine-components/AnimationUtils.js +110 -110
  206. package/lib/engine-components/Animator.d.ts +81 -81
  207. package/lib/engine-components/Animator.js +229 -229
  208. package/lib/engine-components/AnimatorController.d.ts +57 -57
  209. package/lib/engine-components/AnimatorController.js +887 -887
  210. package/lib/engine-components/AudioListener.d.ts +7 -7
  211. package/lib/engine-components/AudioListener.js +30 -30
  212. package/lib/engine-components/AudioSource.d.ts +61 -61
  213. package/lib/engine-components/AudioSource.js +422 -422
  214. package/lib/engine-components/AvatarLoader.d.ts +19 -19
  215. package/lib/engine-components/AvatarLoader.js +173 -173
  216. package/lib/engine-components/AxesHelper.d.ts +9 -9
  217. package/lib/engine-components/AxesHelper.js +44 -44
  218. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  219. package/lib/engine-components/BasicIKConstraint.js +43 -43
  220. package/lib/engine-components/BoxHelperComponent.d.ts +16 -16
  221. package/lib/engine-components/BoxHelperComponent.js +89 -89
  222. package/lib/engine-components/Camera.d.ts +70 -70
  223. package/lib/engine-components/Camera.js +450 -450
  224. package/lib/engine-components/CameraUtils.d.ts +1 -1
  225. package/lib/engine-components/CameraUtils.js +77 -77
  226. package/lib/engine-components/CharacterController.d.ts +46 -46
  227. package/lib/engine-components/CharacterController.js +227 -227
  228. package/lib/engine-components/Collider.d.ts +46 -46
  229. package/lib/engine-components/Collider.js +153 -153
  230. package/lib/engine-components/Component.d.ts +228 -228
  231. package/lib/engine-components/Component.js +541 -541
  232. package/lib/engine-components/ContactShadows.d.ts +23 -23
  233. package/lib/engine-components/ContactShadows.js +233 -233
  234. package/lib/engine-components/DeleteBox.d.ts +9 -9
  235. package/lib/engine-components/DeleteBox.js +30 -30
  236. package/lib/engine-components/DeviceFlag.d.ts +12 -12
  237. package/lib/engine-components/DeviceFlag.js +43 -43
  238. package/lib/engine-components/DragControls.d.ts +51 -51
  239. package/lib/engine-components/DragControls.js +516 -516
  240. package/lib/engine-components/DropListener.d.ts +15 -15
  241. package/lib/engine-components/DropListener.js +120 -120
  242. package/lib/engine-components/Duplicatable.d.ts +16 -16
  243. package/lib/engine-components/Duplicatable.js +150 -150
  244. package/lib/engine-components/EventList.d.ts +28 -28
  245. package/lib/engine-components/EventList.js +105 -105
  246. package/lib/engine-components/EventTrigger.d.ts +12 -12
  247. package/lib/engine-components/EventTrigger.js +50 -50
  248. package/lib/engine-components/EventType.d.ts +19 -19
  249. package/lib/engine-components/EventType.js +71 -71
  250. package/lib/engine-components/FlyControls.d.ts +7 -7
  251. package/lib/engine-components/FlyControls.js +25 -25
  252. package/lib/engine-components/Fog.d.ts +20 -20
  253. package/lib/engine-components/Fog.js +60 -60
  254. package/lib/engine-components/Gizmos.d.ts +12 -12
  255. package/lib/engine-components/Gizmos.js +60 -60
  256. package/lib/engine-components/GridHelper.d.ts +12 -12
  257. package/lib/engine-components/GridHelper.js +47 -47
  258. package/lib/engine-components/GroundProjection.d.ts +21 -21
  259. package/lib/engine-components/GroundProjection.js +97 -97
  260. package/lib/engine-components/Interactable.d.ts +10 -10
  261. package/lib/engine-components/Interactable.js +11 -11
  262. package/lib/engine-components/Joints.d.ts +19 -19
  263. package/lib/engine-components/Joints.js +51 -51
  264. package/lib/engine-components/LODGroup.d.ts +30 -30
  265. package/lib/engine-components/LODGroup.js +145 -145
  266. package/lib/engine-components/Light.d.ts +75 -75
  267. package/lib/engine-components/Light.js +475 -475
  268. package/lib/engine-components/LookAtConstraint.d.ts +7 -7
  269. package/lib/engine-components/LookAtConstraint.js +17 -17
  270. package/lib/engine-components/NestedGltf.d.ts +11 -11
  271. package/lib/engine-components/NestedGltf.js +74 -74
  272. package/lib/engine-components/Networking.d.ts +11 -11
  273. package/lib/engine-components/Networking.js +70 -70
  274. package/lib/engine-components/OffsetConstraint.d.ts +14 -14
  275. package/lib/engine-components/OffsetConstraint.js +65 -65
  276. package/lib/engine-components/OrbitControls.d.ts +111 -111
  277. package/lib/engine-components/OrbitControls.js +646 -646
  278. package/lib/engine-components/ParticleSystem.d.ts +145 -145
  279. package/lib/engine-components/ParticleSystem.js +1077 -1077
  280. package/lib/engine-components/ParticleSystemModules.d.ts +489 -489
  281. package/lib/engine-components/ParticleSystemModules.js +1667 -1667
  282. package/lib/engine-components/ParticleSystemSubEmitter.d.ts +25 -25
  283. package/lib/engine-components/ParticleSystemSubEmitter.js +86 -86
  284. package/lib/engine-components/PlayerColor.d.ts +13 -13
  285. package/lib/engine-components/PlayerColor.js +83 -83
  286. package/lib/engine-components/ReflectionProbe.d.ts +22 -22
  287. package/lib/engine-components/ReflectionProbe.js +181 -181
  288. package/lib/engine-components/Renderer.d.ts +112 -112
  289. package/lib/engine-components/Renderer.js +1029 -1029
  290. package/lib/engine-components/RendererLightmap.d.ts +19 -19
  291. package/lib/engine-components/RendererLightmap.js +127 -127
  292. package/lib/engine-components/RigidBody.d.ts +120 -120
  293. package/lib/engine-components/RigidBody.js +452 -452
  294. package/lib/engine-components/SceneSwitcher.d.ts +72 -72
  295. package/lib/engine-components/SceneSwitcher.js +583 -583
  296. package/lib/engine-components/ScreenCapture.d.ts +64 -64
  297. package/lib/engine-components/ScreenCapture.js +405 -405
  298. package/lib/engine-components/ShadowCatcher.d.ts +18 -18
  299. package/lib/engine-components/ShadowCatcher.js +144 -144
  300. package/lib/engine-components/Skybox.d.ts +23 -23
  301. package/lib/engine-components/Skybox.js +287 -287
  302. package/lib/engine-components/SmoothFollow.d.ts +14 -14
  303. package/lib/engine-components/SmoothFollow.js +63 -63
  304. package/lib/engine-components/SpatialTrigger.d.ts +27 -27
  305. package/lib/engine-components/SpatialTrigger.js +144 -144
  306. package/lib/engine-components/SpectatorCamera.d.ts +45 -45
  307. package/lib/engine-components/SpectatorCamera.js +593 -593
  308. package/lib/engine-components/SpriteRenderer.d.ts +48 -48
  309. package/lib/engine-components/SpriteRenderer.js +257 -257
  310. package/lib/engine-components/SyncedCamera.d.ts +27 -27
  311. package/lib/engine-components/SyncedCamera.js +187 -187
  312. package/lib/engine-components/SyncedRoom.d.ts +24 -24
  313. package/lib/engine-components/SyncedRoom.js +162 -162
  314. package/lib/engine-components/SyncedTransform.d.ts +35 -35
  315. package/lib/engine-components/SyncedTransform.js +265 -265
  316. package/lib/engine-components/TestRunner.d.ts +13 -13
  317. package/lib/engine-components/TestRunner.js +99 -99
  318. package/lib/engine-components/TransformGizmo.d.ts +16 -16
  319. package/lib/engine-components/TransformGizmo.js +148 -148
  320. package/lib/engine-components/VideoPlayer.d.ts +86 -86
  321. package/lib/engine-components/VideoPlayer.js +792 -792
  322. package/lib/engine-components/Voip.d.ts +29 -29
  323. package/lib/engine-components/Voip.js +203 -203
  324. package/lib/engine-components/XRFlag.d.ts +33 -33
  325. package/lib/engine-components/XRFlag.js +128 -128
  326. package/lib/engine-components/api.d.ts +15 -15
  327. package/lib/engine-components/api.js +15 -15
  328. package/lib/engine-components/avatar/AvatarBlink_Simple.d.ts +10 -10
  329. package/lib/engine-components/avatar/AvatarBlink_Simple.js +75 -75
  330. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.d.ts +13 -13
  331. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.js +74 -74
  332. package/lib/engine-components/avatar/Avatar_Brain_LookAt.d.ts +27 -27
  333. package/lib/engine-components/avatar/Avatar_Brain_LookAt.js +119 -119
  334. package/lib/engine-components/avatar/Avatar_MouthShapes.d.ts +13 -13
  335. package/lib/engine-components/avatar/Avatar_MouthShapes.js +78 -78
  336. package/lib/engine-components/avatar/Avatar_MustacheShake.d.ts +8 -8
  337. package/lib/engine-components/avatar/Avatar_MustacheShake.js +28 -28
  338. package/lib/engine-components/codegen/components.d.ts +216 -216
  339. package/lib/engine-components/codegen/components.js +217 -217
  340. package/lib/engine-components/debug/LogStats.d.ts +5 -5
  341. package/lib/engine-components/debug/LogStats.js +18 -18
  342. package/lib/engine-components/export/gltf/GltfExport.d.ts +25 -25
  343. package/lib/engine-components/export/gltf/GltfExport.js +215 -215
  344. package/lib/engine-components/export/index.d.ts +1 -1
  345. package/lib/engine-components/export/index.js +1 -1
  346. package/lib/engine-components/export/usdz/Extension.d.ts +10 -10
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  684. package/src/engine-components/Interactable.ts +18 -18
  685. package/src/engine-components/Joints.ts +51 -51
  686. package/src/engine-components/LODGroup.ts +145 -145
  687. package/src/engine-components/Light.ts +493 -493
  688. package/src/engine-components/LookAtConstraint.ts +11 -11
  689. package/src/engine-components/NestedGltf.ts +70 -70
  690. package/src/engine-components/Networking.ts +72 -72
  691. package/src/engine-components/OffsetConstraint.ts +59 -59
  692. package/src/engine-components/OrbitControls.ts +653 -653
  693. package/src/engine-components/ParticleSystem.ts +1192 -1192
  694. package/src/engine-components/ParticleSystemModules.ts +1481 -1481
  695. package/src/engine-components/ParticleSystemSubEmitter.ts +110 -110
  696. package/src/engine-components/PlayerColor.ts +93 -93
  697. package/src/engine-components/ReflectionProbe.ts +192 -192
  698. package/src/engine-components/Renderer.ts +1125 -1125
  699. package/src/engine-components/RendererLightmap.ts +145 -145
  700. package/src/engine-components/RigidBody.ts +453 -453
  701. package/src/engine-components/SceneSwitcher.ts +594 -594
  702. package/src/engine-components/ScreenCapture.ts +437 -437
  703. package/src/engine-components/ShadowCatcher.ts +149 -149
  704. package/src/engine-components/Skybox.ts +281 -281
  705. package/src/engine-components/SmoothFollow.ts +57 -57
  706. package/src/engine-components/SpatialTrigger.ts +142 -142
  707. package/src/engine-components/SpectatorCamera.ts +675 -675
  708. package/src/engine-components/SphereCollider.ts +1 -1
  709. package/src/engine-components/SpriteRenderer.ts +244 -244
  710. package/src/engine-components/SyncedCamera.ts +208 -208
  711. package/src/engine-components/SyncedRoom.ts +166 -166
  712. package/src/engine-components/SyncedTransform.ts +336 -336
  713. package/src/engine-components/TestRunner.ts +114 -114
  714. package/src/engine-components/TransformGizmo.ts +157 -157
  715. package/src/engine-components/VideoPlayer.ts +831 -831
  716. package/src/engine-components/Voip.ts +214 -214
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  724. package/src/engine-components/codegen/components.ts +216 -216
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  726. package/src/engine-components/export/gltf/GltfExport.ts +231 -231
  727. package/src/engine-components/export/usdz/Extension.ts +11 -11
  728. package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +1773 -1773
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  738. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +517 -517
  739. package/src/engine-components/export/usdz/index.ts +2 -2
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  741. package/src/engine-components/export/usdz/utils/quicklook.ts +42 -42
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  745. package/src/engine-components/js-extensions/RGBAColor.ts +54 -54
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  788. package/src/engine-components/utils/LookAt.ts +65 -65
  789. package/src/engine-components/utils/OpenURL.ts +118 -118
  790. package/src/engine-components/webxr/WebARCameraBackground.ts +224 -224
  791. package/src/engine-components/webxr/WebARSessionRoot.ts +446 -446
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  801. package/src/engine-components-experimental/Presentation.ts +12 -12
  802. package/src/engine-components-experimental/networking/PlayerSync.ts +217 -217
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  825. package/src/needle-engine.ts +55 -55
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  848. package/src/engine-schemes/flatc.exe +0 -0
@@ -1,454 +1,454 @@
1
- import { Behaviour } from "./Component.js";
2
- import * as THREE from 'three'
3
- import { getWorldPosition } from "../engine/engine_three_utils.js";
4
- import { serializable } from "../engine/engine_serialization_decorator.js";
5
- import { Watch } from "../engine/engine_utils.js";
6
- import { Matrix4, Object3D, Vector3 } from "three";
7
- import type { IRigidbody, Vec3 } from "../engine/engine_types.js";
8
- import { CollisionDetectionMode, RigidbodyConstraints } from "../engine/engine_physics.types.js";
9
- import { validate } from "../engine/engine_util_decorator.js";
10
- import { Context, FrameEvent } from "../engine/engine_setup.js";
11
-
12
- class TransformWatch {
13
-
14
- get isDirty(): boolean {
15
- return this.positionChanged || this.rotationChanged;
16
- }
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- positionChanged: boolean = false;
18
- rotationChanged: boolean = false;
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-
20
- position?: { x?: number, y?: number, z?: number };
21
- quaternion?: { _x?: number, _y?: number, _z?: number, _w?: number };
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-
23
- private _positionKeys: string[] = ["x", "y", "z"];
24
- private _quaternionKeys: string[] = ["_x", "_y", "_z", "_w"];
25
-
26
- reset(clearPreviousValues: boolean = false) {
27
- this.positionChanged = false;
28
- this.rotationChanged = false;
29
- this.mute = false;
30
-
31
- if (clearPreviousValues) {
32
- if (this.position)
33
- for (const key of this._positionKeys)
34
- delete this.position[key];
35
- if (this.quaternion)
36
- for (const key of this._quaternionKeys)
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- delete this.quaternion[key];
38
- }
39
- }
40
-
41
- syncValues() {
42
- for (const key of this._positionKeys) {
43
- this.position![key] = this.obj.position[key];
44
- }
45
- for (const key of this._quaternionKeys) {
46
- this.quaternion![key] = this.obj.quaternion[key];
47
- }
48
- }
49
-
50
- mute: boolean = false;
51
-
52
- applyValues() {
53
- // only apply the values that actually changed
54
- // since we want to still control all the other values via physics
55
- if (this.positionChanged && this.position) {
56
- for (const key of this._positionKeys) {
57
- const val = this.position[key];
58
- if (val !== undefined)
59
- this.obj.position[key] = val;
60
- }
61
- }
62
- if (this.rotationChanged) {
63
- if (this.quaternion) {
64
- for (const key of this._quaternionKeys) {
65
- const val = this.quaternion[key];
66
- if (val !== undefined)
67
- this.obj.quaternion[key] = val;
68
- }
69
- }
70
- }
71
- }
72
-
73
- readonly context: Context;
74
- readonly obj: Object3D;
75
- private _positionWatch?: Watch;
76
- private _rotationWatch?: Watch;
77
-
78
- constructor(obj: Object3D, context: Context) {
79
- this.context = context;
80
- this.obj = obj;
81
- }
82
-
83
- start(position: boolean, rotation: boolean) {
84
- this.reset();
85
- if (position) {
86
- if (!this._positionWatch)
87
- this._positionWatch = new Watch(this.obj.position, ["x", "y", "z"]);
88
- this._positionWatch.apply();
89
- this.position = {};
90
- // this.position = this.obj.position.clone();
91
- this._positionWatch.subscribeWrite((val, prop) => {
92
- if (this.context.physics.engine?.isUpdating || this.mute) return;
93
- const prev = this.position![prop];
94
- if (Math.abs(prev - val) < .00001) return;
95
- this.position![prop] = val;
96
- this.positionChanged = true;
97
- })
98
- }
99
- if (rotation) {
100
- if (!this._rotationWatch)
101
- this._rotationWatch = new Watch(this.obj.quaternion, ["_x", "_y", "_z", "_w"]);
102
- this._rotationWatch.apply();
103
- this.quaternion = {};
104
- // this.quaternion = this.obj.quaternion.clone();
105
- this._rotationWatch.subscribeWrite((val, prop) => {
106
- if (this.context.physics.engine?.isUpdating || this.mute) return;
107
- const prev = this.quaternion![prop];
108
- if (Math.abs(prev - val) < .00001) return;
109
- this.quaternion![prop] = val;
110
- this.rotationChanged = true;
111
- })
112
- }
113
-
114
- // detect changes in the parent matrix
115
- const original = this.obj.matrixWorld.multiplyMatrices.bind(this.obj.matrixWorld);
116
- const lastParentMatrix = new Matrix4();
117
- this.obj.matrixWorld["multiplyMatrices"] = (parent: Matrix4, matrix: Matrix4) => {
118
- if (this.context.physics.engine?.isUpdating || this.mute) return original(parent, matrix);
119
- if (!lastParentMatrix.equals(parent)) {
120
- this.positionChanged = true;
121
- this.rotationChanged = true;
122
- lastParentMatrix.copy(parent);
123
- }
124
- return original(parent, matrix);;
125
- }
126
- }
127
-
128
- stop() {
129
- this._positionWatch?.revoke();
130
- this._rotationWatch?.revoke();
131
- }
132
- }
133
-
134
-
135
- export class Rigidbody extends Behaviour implements IRigidbody {
136
-
137
- /** When true the mass will be automatically calculated by the attached colliders */
138
- @validate()
139
- autoMass: boolean = true;
140
-
141
- /** By default the mass will be automatically calculated (see `autoMass`) by the physics engine using the collider sizes
142
- * To set the mass manually you can either set the `mass` value or set `autoMass` to `false`
143
- */
144
- @serializable()
145
- set mass(value: number) {
146
- if (value === this._mass) return;
147
- this._mass = value;
148
- this._propertiesChanged = true;
149
- // When setting the mass manually we disable autoMass
150
- if (this.__didAwake) {
151
- this.autoMass = false;
152
- }
153
- }
154
- get mass() {
155
- if (this.autoMass)
156
- return this.context.physics.engine?.getBody(this)?.mass() ?? -1;
157
- return this._mass;
158
- }
159
- private _mass: number = 0;
160
-
161
- @validate()
162
- @serializable()
163
- useGravity: boolean = true;
164
-
165
- @validate()
166
- @serializable()
167
- constraints: RigidbodyConstraints = RigidbodyConstraints.None;
168
-
169
- @validate()
170
- @serializable()
171
- isKinematic: boolean = false;
172
-
173
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
174
- @validate()
175
- @serializable()
176
- drag: number = 0;
177
-
178
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
179
- @validate()
180
- @serializable()
181
- angularDrag: number = 1;
182
-
183
- @validate()
184
- @serializable()
185
- detectCollisions: boolean = true;
186
-
187
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
188
- @validate()
189
- @serializable()
190
- sleepThreshold: number = 0.01;
191
-
192
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection */
193
- @validate()
194
- @serializable()
195
- collisionDetectionMode: CollisionDetectionMode = CollisionDetectionMode.Discrete;
196
-
197
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
198
- get lockPositionX() {
199
- return (this.constraints & RigidbodyConstraints.FreezePositionX) !== 0;
200
- }
201
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
202
- get lockPositionY() {
203
- return (this.constraints & RigidbodyConstraints.FreezePositionY) !== 0;
204
- }
205
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
206
- get lockPositionZ() {
207
- return (this.constraints & RigidbodyConstraints.FreezePositionZ) !== 0;
208
- }
209
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
210
- get lockRotationX() {
211
- return (this.constraints & RigidbodyConstraints.FreezeRotationX) !== 0;
212
- }
213
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
214
- get lockRotationY() {
215
- return (this.constraints & RigidbodyConstraints.FreezeRotationY) !== 0;
216
- }
217
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
218
- get lockRotationZ() {
219
- return (this.constraints & RigidbodyConstraints.FreezeRotationZ) !== 0;
220
- }
221
-
222
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
223
- set lockPositionX(v: boolean) {
224
- if (v) this.constraints |= RigidbodyConstraints.FreezePositionX;
225
- else this.constraints &= ~RigidbodyConstraints.FreezePositionX;
226
- }
227
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
228
- set lockPositionY(v: boolean) {
229
- if (v) this.constraints |= RigidbodyConstraints.FreezePositionY;
230
- else this.constraints &= ~RigidbodyConstraints.FreezePositionY;
231
- }
232
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
233
- set lockPositionZ(v: boolean) {
234
- if (v) this.constraints |= RigidbodyConstraints.FreezePositionZ;
235
- else this.constraints &= ~RigidbodyConstraints.FreezePositionZ;
236
- }
237
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
238
- set lockRotationX(v: boolean) {
239
- if (v) this.constraints |= RigidbodyConstraints.FreezeRotationX;
240
- else this.constraints &= ~RigidbodyConstraints.FreezeRotationX;
241
- }
242
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
243
- set lockRotationY(v: boolean) {
244
- if (v) this.constraints |= RigidbodyConstraints.FreezeRotationY;
245
- else this.constraints &= ~RigidbodyConstraints.FreezeRotationY;
246
- }
247
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
248
- set lockRotationZ(v: boolean) {
249
- if (v) this.constraints |= RigidbodyConstraints.FreezeRotationZ;
250
- else this.constraints &= ~RigidbodyConstraints.FreezeRotationZ;
251
- }
252
-
253
- /** Gravity is such a common force that it is implemented as a special case (even if it could easily be implemented by the user using force application). Note however that a change of gravity won't automatically wake-up the sleeping bodies so keep in mind that you may want to wake them up manually before a gravity change.
254
- *
255
- * It is possible to change the way gravity affects a specific rigid-body by setting the rigid-body's gravity scale to a value other than 1.0. The magnitude of the gravity applied to this body will be multiplied by this scaling factor. Therefore, a gravity scale set to 0.0 will disable gravity for the rigid-body whereas a gravity scale set to 2.0 will make it twice as strong. A negative value will flip the direction of the gravity for this rigid-body.
256
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#gravity
257
- */
258
- set gravityScale(val: number) {
259
- this._gravityScale = val;
260
- }
261
- get gravityScale() {
262
- return this._gravityScale;
263
- }
264
- @validate()
265
- private _gravityScale: number = 1;
266
-
267
- /** Rigidbodies with higher dominance will be immune to forces originating from contacts with rigidbodies of lower dominance.
268
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
269
- */
270
- @validate()
271
- dominanceGroup : number = 0;
272
-
273
- private static tempPosition: THREE.Vector3 = new THREE.Vector3();
274
- private _propertiesChanged: boolean = false;
275
- private _currentVelocity: THREE.Vector3 = new THREE.Vector3();
276
- private _smoothedVelocity: THREE.Vector3 = new THREE.Vector3();
277
- private _smoothedVelocityGetter: THREE.Vector3 = new THREE.Vector3();
278
- private _lastPosition: THREE.Vector3 = new THREE.Vector3();
279
-
280
- private _watch?: TransformWatch;
281
-
282
- awake() {
283
- this._watch = undefined;
284
- this._propertiesChanged = false;
285
- }
286
-
287
- onEnable() {
288
- if (!this._watch) {
289
- this._watch = new TransformWatch(this.gameObject, this.context);
290
- }
291
- this._watch.start(true, true);
292
- this.startCoroutine(this.beforePhysics(), FrameEvent.LateUpdate);
293
- }
294
-
295
- onDisable() {
296
- this._watch?.stop();
297
- this.context.physics.engine?.removeBody(this);
298
- }
299
-
300
- onDestroy(): void {
301
- this.context.physics.engine?.removeBody(this);
302
- }
303
-
304
- onValidate() {
305
- this._propertiesChanged = true;
306
- }
307
-
308
- // need to do this right before updating physics to prevent rendered object glitching through physical bodies
309
- *beforePhysics() {
310
- while (true) {
311
- if (this._propertiesChanged) {
312
- this._propertiesChanged = false;
313
- this.context.physics.engine?.updateProperties(this);
314
- }
315
- if (this._watch?.isDirty) {
316
- this._watch.mute = true;
317
- this._watch.applyValues();
318
- this.context.physics.engine?.updateBody(this, this._watch.positionChanged, this._watch.rotationChanged);
319
- this._watch.reset();
320
- }
321
- else this._watch?.syncValues();
322
- this.captureVelocity();
323
- yield;
324
- }
325
- }
326
-
327
- /** Will reset forces before setting the object world position */
328
- public teleport(pt: { x: number, y: number, z: number }, localspace: boolean = true) {
329
- this._watch?.reset(true);
330
- if (localspace) this.gameObject.position.set(pt.x, pt.y, pt.z);
331
- else this.setWorldPosition(pt.x, pt.y, pt.z);
332
- this.resetForcesAndTorques();
333
- this.resetVelocities();
334
- }
335
-
336
- public resetForces(wakeup:boolean = true) {
337
- this.context.physics.engine?.resetForces(this, wakeup);
338
- }
339
-
340
- public resetTorques(wakeup:boolean = true) {
341
- this.context.physics.engine?.resetTorques(this, wakeup);
342
- }
343
-
344
- public resetVelocities() {
345
- this.setVelocity(0, 0, 0);
346
- this.setAngularVelocity(0, 0, 0);
347
- }
348
-
349
- public resetForcesAndTorques() {
350
- this.resetForces();
351
- this.resetTorques();
352
- }
353
-
354
- /** When a dynamic rigid-body doesn't move (or moves very slowly) during a few seconds, it will be marked as sleeping by the physics pipeline. Rigid-bodies marked as sleeping are no longer simulated by the physics engine until they are woken up. That way the physics engine doesn't waste any computational resources simulating objects that don't actually move. They are woken up automatically whenever another non-sleeping rigid-body starts interacting with them (either with a joint, or with one of its attached colliders generating contacts).
355
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
356
- public wakeUp() {
357
- this.context.physics.engine?.wakeup(this);
358
- }
359
-
360
- /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
361
- * the acceleration change is equal to the force divided by the mass:
362
- * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
363
- public applyForce(vec: Vector3 | Vec3, _rel?: THREE.Vector3, wakeup: boolean = true) {
364
- this.context.physics.engine?.addForce(this, vec, wakeup);
365
- }
366
-
367
- /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
368
- * the velocity change is equal to the impulse divided by the mass
369
- * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
370
- public applyImpulse(vec: Vector3 | Vec3, wakeup: boolean = true) {
371
- this.context.physics.engine?.applyImpulse(this, vec, wakeup);
372
- }
373
-
374
- /** @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
375
- public setForce(x: Vector3 | Vec3 | number, y?: number, z?: number, wakeup: boolean = true) {
376
- this.context.physics.engine?.resetForces(this, wakeup);
377
- if (typeof x === "number") {
378
- y ??= 0;
379
- z ??= 0;
380
- this.context.physics.engine?.addForce(this, { x, y, z }, wakeup);
381
- }
382
- else {
383
- this.context.physics.engine?.addForce(this, x, wakeup);
384
- }
385
- }
386
-
387
- /** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current linear velocity of the rigid-body.
388
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
389
- public getVelocity(): Vector3 {
390
- const vel = this.context.physics.engine?.getLinearVelocity(this);
391
- if (!vel) return this._currentVelocity.set(0, 0, 0);
392
- this._currentVelocity.x = vel.x;
393
- this._currentVelocity.y = vel.y;
394
- this._currentVelocity.z = vel.z;
395
- return this._currentVelocity;
396
- }
397
-
398
- public setVelocity(x: number | Vector3, y?: number, z?: number, wakeup: boolean = true) {
399
- if (x instanceof Vector3) {
400
- const vec = x;
401
- this.context.physics.engine?.setLinearVelocity(this, vec, wakeup);
402
- return;
403
- }
404
- if (y === undefined || z === undefined) return;
405
- this.context.physics.engine?.setLinearVelocity(this, { x: x, y: y, z: z }, wakeup);
406
- }
407
-
408
- /** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current angular velocity of the rigid-body.
409
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
410
- public getAngularVelocity(): Vector3 {
411
- const vel = this.context.physics.engine?.getAngularVelocity(this);
412
- if (!vel) return this._currentVelocity.set(0, 0, 0);
413
- this._currentVelocity.x = vel.x;
414
- this._currentVelocity.y = vel.y;
415
- this._currentVelocity.z = vel.z;
416
- return this._currentVelocity;
417
- }
418
-
419
- public setAngularVelocity(x: number | Vector3, y?: number, z?: number, wakeup: boolean = true) {
420
- if (x instanceof Vector3) {
421
- const vec = x;
422
- this.context.physics.engine?.setAngularVelocity(this, vec, wakeup);
423
- return;
424
- }
425
- if (y === undefined || z === undefined) return;
426
- this.context.physics.engine?.setAngularVelocity(this, { x: x, y: y, z: z }, wakeup);
427
- }
428
-
429
- /** Set the angular velocity of a rigidbody (equivalent to calling `setAngularVelocity`) */
430
- public setTorque(x: number | Vector3, y: number, z: number) {
431
- this.setAngularVelocity(x, y, z);
432
- }
433
-
434
- /** Returns the rigidbody velocity smoothed over ~ 10 frames */
435
- public get smoothedVelocity(): Vector3 {
436
- this._smoothedVelocityGetter.copy(this._smoothedVelocity);
437
- return this._smoothedVelocityGetter.multiplyScalar(1 / this.context.time.deltaTime);
438
- }
439
-
440
-
441
- /**d
442
- * @deprecated not used anymore and will be removed in a future update
443
- */
444
- public setBodyFromGameObject(_velocity: THREE.Vector3 | null | { x: number, y: number, z: number } = null) { }
445
-
446
-
447
- private captureVelocity() {
448
- const wp = getWorldPosition(this.gameObject);
449
- Rigidbody.tempPosition.copy(wp);
450
- const vel = wp.sub(this._lastPosition);
451
- this._lastPosition.copy(Rigidbody.tempPosition);
452
- this._smoothedVelocity.lerp(vel, this.context.time.deltaTime / .1);
453
- }
1
+ import { Behaviour } from "./Component.js";
2
+ import * as THREE from 'three'
3
+ import { getWorldPosition } from "../engine/engine_three_utils.js";
4
+ import { serializable } from "../engine/engine_serialization_decorator.js";
5
+ import { Watch } from "../engine/engine_utils.js";
6
+ import { Matrix4, Object3D, Vector3 } from "three";
7
+ import type { IRigidbody, Vec3 } from "../engine/engine_types.js";
8
+ import { CollisionDetectionMode, RigidbodyConstraints } from "../engine/engine_physics.types.js";
9
+ import { validate } from "../engine/engine_util_decorator.js";
10
+ import { Context, FrameEvent } from "../engine/engine_setup.js";
11
+
12
+ class TransformWatch {
13
+
14
+ get isDirty(): boolean {
15
+ return this.positionChanged || this.rotationChanged;
16
+ }
17
+ positionChanged: boolean = false;
18
+ rotationChanged: boolean = false;
19
+
20
+ position?: { x?: number, y?: number, z?: number };
21
+ quaternion?: { _x?: number, _y?: number, _z?: number, _w?: number };
22
+
23
+ private _positionKeys: string[] = ["x", "y", "z"];
24
+ private _quaternionKeys: string[] = ["_x", "_y", "_z", "_w"];
25
+
26
+ reset(clearPreviousValues: boolean = false) {
27
+ this.positionChanged = false;
28
+ this.rotationChanged = false;
29
+ this.mute = false;
30
+
31
+ if (clearPreviousValues) {
32
+ if (this.position)
33
+ for (const key of this._positionKeys)
34
+ delete this.position[key];
35
+ if (this.quaternion)
36
+ for (const key of this._quaternionKeys)
37
+ delete this.quaternion[key];
38
+ }
39
+ }
40
+
41
+ syncValues() {
42
+ for (const key of this._positionKeys) {
43
+ this.position![key] = this.obj.position[key];
44
+ }
45
+ for (const key of this._quaternionKeys) {
46
+ this.quaternion![key] = this.obj.quaternion[key];
47
+ }
48
+ }
49
+
50
+ mute: boolean = false;
51
+
52
+ applyValues() {
53
+ // only apply the values that actually changed
54
+ // since we want to still control all the other values via physics
55
+ if (this.positionChanged && this.position) {
56
+ for (const key of this._positionKeys) {
57
+ const val = this.position[key];
58
+ if (val !== undefined)
59
+ this.obj.position[key] = val;
60
+ }
61
+ }
62
+ if (this.rotationChanged) {
63
+ if (this.quaternion) {
64
+ for (const key of this._quaternionKeys) {
65
+ const val = this.quaternion[key];
66
+ if (val !== undefined)
67
+ this.obj.quaternion[key] = val;
68
+ }
69
+ }
70
+ }
71
+ }
72
+
73
+ readonly context: Context;
74
+ readonly obj: Object3D;
75
+ private _positionWatch?: Watch;
76
+ private _rotationWatch?: Watch;
77
+
78
+ constructor(obj: Object3D, context: Context) {
79
+ this.context = context;
80
+ this.obj = obj;
81
+ }
82
+
83
+ start(position: boolean, rotation: boolean) {
84
+ this.reset();
85
+ if (position) {
86
+ if (!this._positionWatch)
87
+ this._positionWatch = new Watch(this.obj.position, ["x", "y", "z"]);
88
+ this._positionWatch.apply();
89
+ this.position = {};
90
+ // this.position = this.obj.position.clone();
91
+ this._positionWatch.subscribeWrite((val, prop) => {
92
+ if (this.context.physics.engine?.isUpdating || this.mute) return;
93
+ const prev = this.position![prop];
94
+ if (Math.abs(prev - val) < .00001) return;
95
+ this.position![prop] = val;
96
+ this.positionChanged = true;
97
+ })
98
+ }
99
+ if (rotation) {
100
+ if (!this._rotationWatch)
101
+ this._rotationWatch = new Watch(this.obj.quaternion, ["_x", "_y", "_z", "_w"]);
102
+ this._rotationWatch.apply();
103
+ this.quaternion = {};
104
+ // this.quaternion = this.obj.quaternion.clone();
105
+ this._rotationWatch.subscribeWrite((val, prop) => {
106
+ if (this.context.physics.engine?.isUpdating || this.mute) return;
107
+ const prev = this.quaternion![prop];
108
+ if (Math.abs(prev - val) < .00001) return;
109
+ this.quaternion![prop] = val;
110
+ this.rotationChanged = true;
111
+ })
112
+ }
113
+
114
+ // detect changes in the parent matrix
115
+ const original = this.obj.matrixWorld.multiplyMatrices.bind(this.obj.matrixWorld);
116
+ const lastParentMatrix = new Matrix4();
117
+ this.obj.matrixWorld["multiplyMatrices"] = (parent: Matrix4, matrix: Matrix4) => {
118
+ if (this.context.physics.engine?.isUpdating || this.mute) return original(parent, matrix);
119
+ if (!lastParentMatrix.equals(parent)) {
120
+ this.positionChanged = true;
121
+ this.rotationChanged = true;
122
+ lastParentMatrix.copy(parent);
123
+ }
124
+ return original(parent, matrix);;
125
+ }
126
+ }
127
+
128
+ stop() {
129
+ this._positionWatch?.revoke();
130
+ this._rotationWatch?.revoke();
131
+ }
132
+ }
133
+
134
+
135
+ export class Rigidbody extends Behaviour implements IRigidbody {
136
+
137
+ /** When true the mass will be automatically calculated by the attached colliders */
138
+ @validate()
139
+ autoMass: boolean = true;
140
+
141
+ /** By default the mass will be automatically calculated (see `autoMass`) by the physics engine using the collider sizes
142
+ * To set the mass manually you can either set the `mass` value or set `autoMass` to `false`
143
+ */
144
+ @serializable()
145
+ set mass(value: number) {
146
+ if (value === this._mass) return;
147
+ this._mass = value;
148
+ this._propertiesChanged = true;
149
+ // When setting the mass manually we disable autoMass
150
+ if (this.__didAwake) {
151
+ this.autoMass = false;
152
+ }
153
+ }
154
+ get mass() {
155
+ if (this.autoMass)
156
+ return this.context.physics.engine?.getBody(this)?.mass() ?? -1;
157
+ return this._mass;
158
+ }
159
+ private _mass: number = 0;
160
+
161
+ @validate()
162
+ @serializable()
163
+ useGravity: boolean = true;
164
+
165
+ @validate()
166
+ @serializable()
167
+ constraints: RigidbodyConstraints = RigidbodyConstraints.None;
168
+
169
+ @validate()
170
+ @serializable()
171
+ isKinematic: boolean = false;
172
+
173
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
174
+ @validate()
175
+ @serializable()
176
+ drag: number = 0;
177
+
178
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
179
+ @validate()
180
+ @serializable()
181
+ angularDrag: number = 1;
182
+
183
+ @validate()
184
+ @serializable()
185
+ detectCollisions: boolean = true;
186
+
187
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
188
+ @validate()
189
+ @serializable()
190
+ sleepThreshold: number = 0.01;
191
+
192
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection */
193
+ @validate()
194
+ @serializable()
195
+ collisionDetectionMode: CollisionDetectionMode = CollisionDetectionMode.Discrete;
196
+
197
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
198
+ get lockPositionX() {
199
+ return (this.constraints & RigidbodyConstraints.FreezePositionX) !== 0;
200
+ }
201
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
202
+ get lockPositionY() {
203
+ return (this.constraints & RigidbodyConstraints.FreezePositionY) !== 0;
204
+ }
205
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
206
+ get lockPositionZ() {
207
+ return (this.constraints & RigidbodyConstraints.FreezePositionZ) !== 0;
208
+ }
209
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
210
+ get lockRotationX() {
211
+ return (this.constraints & RigidbodyConstraints.FreezeRotationX) !== 0;
212
+ }
213
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
214
+ get lockRotationY() {
215
+ return (this.constraints & RigidbodyConstraints.FreezeRotationY) !== 0;
216
+ }
217
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
218
+ get lockRotationZ() {
219
+ return (this.constraints & RigidbodyConstraints.FreezeRotationZ) !== 0;
220
+ }
221
+
222
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
223
+ set lockPositionX(v: boolean) {
224
+ if (v) this.constraints |= RigidbodyConstraints.FreezePositionX;
225
+ else this.constraints &= ~RigidbodyConstraints.FreezePositionX;
226
+ }
227
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
228
+ set lockPositionY(v: boolean) {
229
+ if (v) this.constraints |= RigidbodyConstraints.FreezePositionY;
230
+ else this.constraints &= ~RigidbodyConstraints.FreezePositionY;
231
+ }
232
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
233
+ set lockPositionZ(v: boolean) {
234
+ if (v) this.constraints |= RigidbodyConstraints.FreezePositionZ;
235
+ else this.constraints &= ~RigidbodyConstraints.FreezePositionZ;
236
+ }
237
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
238
+ set lockRotationX(v: boolean) {
239
+ if (v) this.constraints |= RigidbodyConstraints.FreezeRotationX;
240
+ else this.constraints &= ~RigidbodyConstraints.FreezeRotationX;
241
+ }
242
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
243
+ set lockRotationY(v: boolean) {
244
+ if (v) this.constraints |= RigidbodyConstraints.FreezeRotationY;
245
+ else this.constraints &= ~RigidbodyConstraints.FreezeRotationY;
246
+ }
247
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
248
+ set lockRotationZ(v: boolean) {
249
+ if (v) this.constraints |= RigidbodyConstraints.FreezeRotationZ;
250
+ else this.constraints &= ~RigidbodyConstraints.FreezeRotationZ;
251
+ }
252
+
253
+ /** Gravity is such a common force that it is implemented as a special case (even if it could easily be implemented by the user using force application). Note however that a change of gravity won't automatically wake-up the sleeping bodies so keep in mind that you may want to wake them up manually before a gravity change.
254
+ *
255
+ * It is possible to change the way gravity affects a specific rigid-body by setting the rigid-body's gravity scale to a value other than 1.0. The magnitude of the gravity applied to this body will be multiplied by this scaling factor. Therefore, a gravity scale set to 0.0 will disable gravity for the rigid-body whereas a gravity scale set to 2.0 will make it twice as strong. A negative value will flip the direction of the gravity for this rigid-body.
256
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#gravity
257
+ */
258
+ set gravityScale(val: number) {
259
+ this._gravityScale = val;
260
+ }
261
+ get gravityScale() {
262
+ return this._gravityScale;
263
+ }
264
+ @validate()
265
+ private _gravityScale: number = 1;
266
+
267
+ /** Rigidbodies with higher dominance will be immune to forces originating from contacts with rigidbodies of lower dominance.
268
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
269
+ */
270
+ @validate()
271
+ dominanceGroup : number = 0;
272
+
273
+ private static tempPosition: THREE.Vector3 = new THREE.Vector3();
274
+ private _propertiesChanged: boolean = false;
275
+ private _currentVelocity: THREE.Vector3 = new THREE.Vector3();
276
+ private _smoothedVelocity: THREE.Vector3 = new THREE.Vector3();
277
+ private _smoothedVelocityGetter: THREE.Vector3 = new THREE.Vector3();
278
+ private _lastPosition: THREE.Vector3 = new THREE.Vector3();
279
+
280
+ private _watch?: TransformWatch;
281
+
282
+ awake() {
283
+ this._watch = undefined;
284
+ this._propertiesChanged = false;
285
+ }
286
+
287
+ onEnable() {
288
+ if (!this._watch) {
289
+ this._watch = new TransformWatch(this.gameObject, this.context);
290
+ }
291
+ this._watch.start(true, true);
292
+ this.startCoroutine(this.beforePhysics(), FrameEvent.LateUpdate);
293
+ }
294
+
295
+ onDisable() {
296
+ this._watch?.stop();
297
+ this.context.physics.engine?.removeBody(this);
298
+ }
299
+
300
+ onDestroy(): void {
301
+ this.context.physics.engine?.removeBody(this);
302
+ }
303
+
304
+ onValidate() {
305
+ this._propertiesChanged = true;
306
+ }
307
+
308
+ // need to do this right before updating physics to prevent rendered object glitching through physical bodies
309
+ *beforePhysics() {
310
+ while (true) {
311
+ if (this._propertiesChanged) {
312
+ this._propertiesChanged = false;
313
+ this.context.physics.engine?.updateProperties(this);
314
+ }
315
+ if (this._watch?.isDirty) {
316
+ this._watch.mute = true;
317
+ this._watch.applyValues();
318
+ this.context.physics.engine?.updateBody(this, this._watch.positionChanged, this._watch.rotationChanged);
319
+ this._watch.reset();
320
+ }
321
+ else this._watch?.syncValues();
322
+ this.captureVelocity();
323
+ yield;
324
+ }
325
+ }
326
+
327
+ /** Will reset forces before setting the object world position */
328
+ public teleport(pt: { x: number, y: number, z: number }, localspace: boolean = true) {
329
+ this._watch?.reset(true);
330
+ if (localspace) this.gameObject.position.set(pt.x, pt.y, pt.z);
331
+ else this.setWorldPosition(pt.x, pt.y, pt.z);
332
+ this.resetForcesAndTorques();
333
+ this.resetVelocities();
334
+ }
335
+
336
+ public resetForces(wakeup:boolean = true) {
337
+ this.context.physics.engine?.resetForces(this, wakeup);
338
+ }
339
+
340
+ public resetTorques(wakeup:boolean = true) {
341
+ this.context.physics.engine?.resetTorques(this, wakeup);
342
+ }
343
+
344
+ public resetVelocities() {
345
+ this.setVelocity(0, 0, 0);
346
+ this.setAngularVelocity(0, 0, 0);
347
+ }
348
+
349
+ public resetForcesAndTorques() {
350
+ this.resetForces();
351
+ this.resetTorques();
352
+ }
353
+
354
+ /** When a dynamic rigid-body doesn't move (or moves very slowly) during a few seconds, it will be marked as sleeping by the physics pipeline. Rigid-bodies marked as sleeping are no longer simulated by the physics engine until they are woken up. That way the physics engine doesn't waste any computational resources simulating objects that don't actually move. They are woken up automatically whenever another non-sleeping rigid-body starts interacting with them (either with a joint, or with one of its attached colliders generating contacts).
355
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
356
+ public wakeUp() {
357
+ this.context.physics.engine?.wakeup(this);
358
+ }
359
+
360
+ /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
361
+ * the acceleration change is equal to the force divided by the mass:
362
+ * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
363
+ public applyForce(vec: Vector3 | Vec3, _rel?: THREE.Vector3, wakeup: boolean = true) {
364
+ this.context.physics.engine?.addForce(this, vec, wakeup);
365
+ }
366
+
367
+ /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
368
+ * the velocity change is equal to the impulse divided by the mass
369
+ * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
370
+ public applyImpulse(vec: Vector3 | Vec3, wakeup: boolean = true) {
371
+ this.context.physics.engine?.applyImpulse(this, vec, wakeup);
372
+ }
373
+
374
+ /** @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
375
+ public setForce(x: Vector3 | Vec3 | number, y?: number, z?: number, wakeup: boolean = true) {
376
+ this.context.physics.engine?.resetForces(this, wakeup);
377
+ if (typeof x === "number") {
378
+ y ??= 0;
379
+ z ??= 0;
380
+ this.context.physics.engine?.addForce(this, { x, y, z }, wakeup);
381
+ }
382
+ else {
383
+ this.context.physics.engine?.addForce(this, x, wakeup);
384
+ }
385
+ }
386
+
387
+ /** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current linear velocity of the rigid-body.
388
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
389
+ public getVelocity(): Vector3 {
390
+ const vel = this.context.physics.engine?.getLinearVelocity(this);
391
+ if (!vel) return this._currentVelocity.set(0, 0, 0);
392
+ this._currentVelocity.x = vel.x;
393
+ this._currentVelocity.y = vel.y;
394
+ this._currentVelocity.z = vel.z;
395
+ return this._currentVelocity;
396
+ }
397
+
398
+ public setVelocity(x: number | Vector3, y?: number, z?: number, wakeup: boolean = true) {
399
+ if (x instanceof Vector3) {
400
+ const vec = x;
401
+ this.context.physics.engine?.setLinearVelocity(this, vec, wakeup);
402
+ return;
403
+ }
404
+ if (y === undefined || z === undefined) return;
405
+ this.context.physics.engine?.setLinearVelocity(this, { x: x, y: y, z: z }, wakeup);
406
+ }
407
+
408
+ /** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current angular velocity of the rigid-body.
409
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
410
+ public getAngularVelocity(): Vector3 {
411
+ const vel = this.context.physics.engine?.getAngularVelocity(this);
412
+ if (!vel) return this._currentVelocity.set(0, 0, 0);
413
+ this._currentVelocity.x = vel.x;
414
+ this._currentVelocity.y = vel.y;
415
+ this._currentVelocity.z = vel.z;
416
+ return this._currentVelocity;
417
+ }
418
+
419
+ public setAngularVelocity(x: number | Vector3, y?: number, z?: number, wakeup: boolean = true) {
420
+ if (x instanceof Vector3) {
421
+ const vec = x;
422
+ this.context.physics.engine?.setAngularVelocity(this, vec, wakeup);
423
+ return;
424
+ }
425
+ if (y === undefined || z === undefined) return;
426
+ this.context.physics.engine?.setAngularVelocity(this, { x: x, y: y, z: z }, wakeup);
427
+ }
428
+
429
+ /** Set the angular velocity of a rigidbody (equivalent to calling `setAngularVelocity`) */
430
+ public setTorque(x: number | Vector3, y: number, z: number) {
431
+ this.setAngularVelocity(x, y, z);
432
+ }
433
+
434
+ /** Returns the rigidbody velocity smoothed over ~ 10 frames */
435
+ public get smoothedVelocity(): Vector3 {
436
+ this._smoothedVelocityGetter.copy(this._smoothedVelocity);
437
+ return this._smoothedVelocityGetter.multiplyScalar(1 / this.context.time.deltaTime);
438
+ }
439
+
440
+
441
+ /**d
442
+ * @deprecated not used anymore and will be removed in a future update
443
+ */
444
+ public setBodyFromGameObject(_velocity: THREE.Vector3 | null | { x: number, y: number, z: number } = null) { }
445
+
446
+
447
+ private captureVelocity() {
448
+ const wp = getWorldPosition(this.gameObject);
449
+ Rigidbody.tempPosition.copy(wp);
450
+ const vel = wp.sub(this._lastPosition);
451
+ this._lastPosition.copy(Rigidbody.tempPosition);
452
+ this._smoothedVelocity.lerp(vel, this.context.time.deltaTime / .1);
453
+ }
454
454
  }