@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
  717. package/src/engine-components/XRFlag.ts +138 -138
  718. package/src/engine-components/api.ts +22 -22
  719. package/src/engine-components/avatar/AvatarBlink_Simple.ts +67 -67
  720. package/src/engine-components/avatar/AvatarEyeLook_Rotation.ts +68 -68
  721. package/src/engine-components/avatar/Avatar_Brain_LookAt.ts +136 -136
  722. package/src/engine-components/avatar/Avatar_MouthShapes.ts +81 -81
  723. package/src/engine-components/avatar/Avatar_MustacheShake.ts +28 -28
  724. package/src/engine-components/codegen/components.ts +216 -216
  725. package/src/engine-components/debug/LogStats.ts +21 -21
  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
  729. package/src/engine-components/export/usdz/USDZExporter.ts +477 -477
  730. package/src/engine-components/export/usdz/extensions/Animation.ts +774 -774
  731. package/src/engine-components/export/usdz/extensions/DocumentExtension.ts +9 -9
  732. package/src/engine-components/export/usdz/extensions/USDZText.ts +287 -287
  733. package/src/engine-components/export/usdz/extensions/USDZUI.ts +119 -119
  734. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +98 -98
  735. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +67 -67
  736. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +202 -202
  737. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +963 -963
  738. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +517 -517
  739. package/src/engine-components/export/usdz/index.ts +2 -2
  740. package/src/engine-components/export/usdz/utils/animationutils.ts +100 -100
  741. package/src/engine-components/export/usdz/utils/quicklook.ts +42 -42
  742. package/src/engine-components/export/usdz/utils/timeutils.ts +19 -19
  743. package/src/engine-components/js-extensions/ExtensionUtils.ts +81 -81
  744. package/src/engine-components/js-extensions/Object3D.ts +181 -181
  745. package/src/engine-components/js-extensions/RGBAColor.ts +54 -54
  746. package/src/engine-components/js-extensions/Vector.ts +16 -16
  747. package/src/engine-components/js-extensions/index.ts +2 -2
  748. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +51 -51
  749. package/src/engine-components/postprocessing/Effects/Bloom.ts +76 -76
  750. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +35 -35
  751. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +96 -96
  752. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +93 -93
  753. package/src/engine-components/postprocessing/Effects/Pixelation.ts +26 -26
  754. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +84 -84
  755. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +98 -98
  756. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +55 -55
  757. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +54 -54
  758. package/src/engine-components/postprocessing/Effects/Vignette.ts +54 -54
  759. package/src/engine-components/postprocessing/PostProcessingEffect.ts +148 -148
  760. package/src/engine-components/postprocessing/PostProcessingHandler.ts +232 -232
  761. package/src/engine-components/postprocessing/Volume.ts +216 -216
  762. package/src/engine-components/postprocessing/VolumeParameter.ts +92 -92
  763. package/src/engine-components/postprocessing/VolumeProfile.ts +40 -40
  764. package/src/engine-components/postprocessing/index.ts +3 -3
  765. package/src/engine-components/timeline/PlayableDirector.ts +666 -666
  766. package/src/engine-components/timeline/SignalAsset.ts +138 -138
  767. package/src/engine-components/timeline/TimelineModels.ts +93 -93
  768. package/src/engine-components/timeline/TimelineTracks.ts +906 -906
  769. package/src/engine-components/timeline/index.ts +3 -3
  770. package/src/engine-components/ui/BaseUIComponent.ts +195 -195
  771. package/src/engine-components/ui/Button.ts +283 -283
  772. package/src/engine-components/ui/Canvas.ts +390 -390
  773. package/src/engine-components/ui/CanvasGroup.ts +49 -49
  774. package/src/engine-components/ui/EventSystem.ts +736 -736
  775. package/src/engine-components/ui/Graphic.ts +255 -255
  776. package/src/engine-components/ui/Image.ts +102 -102
  777. package/src/engine-components/ui/InputField.ts +290 -290
  778. package/src/engine-components/ui/Interfaces.ts +57 -57
  779. package/src/engine-components/ui/Layout.ts +322 -322
  780. package/src/engine-components/ui/Outline.ts +12 -12
  781. package/src/engine-components/ui/PointerEvents.ts +118 -118
  782. package/src/engine-components/ui/RaycastUtils.ts +68 -68
  783. package/src/engine-components/ui/Raycaster.ts +73 -73
  784. package/src/engine-components/ui/RectTransform.ts +364 -364
  785. package/src/engine-components/ui/SpatialHtml.ts +63 -63
  786. package/src/engine-components/ui/Text.ts +572 -572
  787. package/src/engine-components/ui/Utils.ts +110 -110
  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
  792. package/src/engine-components/webxr/WebXR.ts +761 -761
  793. package/src/engine-components/webxr/WebXRAvatar.ts +356 -356
  794. package/src/engine-components/webxr/WebXRController.ts +1168 -1168
  795. package/src/engine-components/webxr/WebXRGrabRendering.ts +150 -150
  796. package/src/engine-components/webxr/WebXRImageTracking.ts +371 -371
  797. package/src/engine-components/webxr/WebXRPlaneTracking.ts +429 -429
  798. package/src/engine-components/webxr/WebXRRig.ts +21 -21
  799. package/src/engine-components/webxr/WebXRSync.ts +463 -463
  800. package/src/engine-components/webxr/index.ts +3 -3
  801. package/src/engine-components-experimental/Presentation.ts +12 -12
  802. package/src/engine-components-experimental/networking/PlayerSync.ts +217 -217
  803. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  804. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  805. package/src/engine-schemes/schemes.ts +27 -27
  806. package/src/engine-schemes/synced-camera-model.ts +92 -92
  807. package/src/engine-schemes/synced-transform-model.ts +90 -90
  808. package/src/engine-schemes/syncedCamera.fbs +10 -10
  809. package/src/engine-schemes/transform.ts +50 -50
  810. package/src/engine-schemes/transforms.fbs +25 -25
  811. package/src/engine-schemes/vec.fbs +19 -19
  812. package/src/engine-schemes/vec2.ts +33 -33
  813. package/src/engine-schemes/vec3.ts +38 -38
  814. package/src/engine-schemes/vec4.ts +43 -43
  815. package/src/engine-schemes/vr-user-state-buffer.ts +138 -138
  816. package/src/engine-schemes/vrUserStateBuffer.fbs +16 -16
  817. package/src/include/draco/draco_decoder.js +34 -34
  818. package/src/include/draco/draco_wasm_wrapper.js +117 -117
  819. package/src/include/ktx2/basis_transcoder.js +21 -21
  820. package/src/include/needle/arial-msdf.json +1471 -1471
  821. package/src/include/three/ARButton.js +231 -231
  822. package/src/include/three/DragControls.js +231 -231
  823. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  824. package/src/include/three/VRButton.js +194 -194
  825. package/src/needle-engine.ts +55 -55
  826. package/src/engine/dist/api.js +0 -73
  827. package/src/engine/dist/api.js.meta +0 -7
  828. package/src/engine/dist/engine_networking_streams.js +0 -474
  829. package/src/engine/dist/engine_networking_streams.js.meta +0 -7
  830. package/src/engine-schemes/dist/api.js +0 -17
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  834. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  835. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  836. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
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  838. package/src/engine-schemes/dist/transform.js +0 -46
  839. package/src/engine-schemes/dist/transform.js.meta +0 -7
  840. package/src/engine-schemes/dist/vec2.js +0 -32
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  842. package/src/engine-schemes/dist/vec3.js +0 -36
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  844. package/src/engine-schemes/dist/vec4.js +0 -40
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  846. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  847. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
  848. package/src/engine-schemes/flatc.exe +0 -0
@@ -1,1267 +1,1267 @@
1
- import { BufferAttribute, BufferGeometry, LineBasicMaterial, LineSegments, Matrix4, Quaternion, Vector3 } from 'three';
2
- import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
3
- import { CircularBuffer, getParam } from "./engine_utils.js";
4
- import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPositionXYZ, setWorldQuaternionXYZW } from "./engine_three_utils.js";
5
- import { ContactPoint, Collision } from './engine_types.js';
6
- import { foreachComponent } from './engine_gameobject.js';
7
- import { ActiveCollisionTypes, ActiveEvents, CoefficientCombineRule, Ball, Collider, ColliderDesc, EventQueue, JointData, QueryFilterFlags, RigidBody, RigidBodyType, World, Ray, ShapeType } from '@dimforge/rapier3d-compat';
8
- import { CollisionDetectionMode, PhysicsMaterialCombine } from '../engine/engine_physics.types.js';
9
- import { Gizmos } from './engine_gizmos.js';
10
- import { Mathf } from './engine_math.js';
11
- import { SphereOverlapResult } from './engine_types.js';
12
- import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
13
- import { isDevEnvironment } from './debug/debug.js';
14
- const debugPhysics = getParam("debugphysics");
15
- const debugColliderPlacement = getParam("debugcolliderplacement");
16
- const debugCollisions = getParam("debugcollisions");
17
- const showColliders = getParam("showcolliders");
18
- /** on physics body and references the needle component */
19
- const $componentKey = Symbol("needle component");
20
- /** on needle component and references physics body */
21
- const $bodyKey = Symbol("physics body");
22
- const $colliderRigidbody = Symbol("rigidbody");
23
- let RAPIER = undefined;
24
- globalThis["NEEDLE_USE_RAPIER"] = globalThis["NEEDLE_USE_RAPIER"] !== undefined ? globalThis["NEEDLE_USE_RAPIER"] : true;
25
- if (debugPhysics)
26
- console.log("Use Rapier", NEEDLE_USE_RAPIER, globalThis["NEEDLE_USE_RAPIER"]);
27
- if (NEEDLE_USE_RAPIER) {
28
- ContextRegistry.registerCallback(ContextEvent.ContextCreationStart, evt => {
29
- if (debugPhysics)
30
- console.log("Register rapier physics backend");
31
- evt.context.physics.engine = new RapierPhysics();
32
- // We want the physics engine to be initialized on start so when components start to enable and modify values they don't have delays
33
- // TODO: should the promise be returned here to make the engine creation wait?
34
- if (NEEDLE_USE_RAPIER) {
35
- evt.context.physics.engine.initialize(evt.context);
36
- }
37
- });
38
- }
39
- export class RapierPhysics {
40
- /** Enable to draw collider shapes */
41
- debugRenderColliders = false;
42
- removeBody(obj) {
43
- if (!obj)
44
- return;
45
- this.validate();
46
- const body = obj[$bodyKey];
47
- obj[$bodyKey] = null;
48
- if (body && this.world) {
49
- const index = this.objects.findIndex(o => o === obj);
50
- if (index >= 0) {
51
- const rapierBody = this.bodies[index];
52
- // Remove references
53
- this.bodies.splice(index, 1);
54
- this.objects.splice(index, 1);
55
- // Remove the collider from the physics world
56
- if (rapierBody instanceof Collider) {
57
- const rapierCollider = rapierBody;
58
- this.world?.removeCollider(rapierCollider, true);
59
- // also remove the rigidbody if it doesnt have colliders anymore
60
- const rapierRigidbody = rapierCollider.parent();
61
- if (rapierRigidbody && rapierRigidbody.numColliders() <= 0) {
62
- const rigidbody = rapierRigidbody[$componentKey];
63
- if (rigidbody) {
64
- // If the collider was attached to a rigidbody and this rigidbody now has no colliders anymore we should ignore it - because the Rigidbody component will delete itself
65
- }
66
- else {
67
- // But if there is no explicit rigidbody needle component then the colliders did create it implictly and thus we need to remove it here:
68
- this.world?.removeRigidBody(rapierRigidbody);
69
- }
70
- }
71
- }
72
- // Remove the rigidbody from the physics world
73
- else if (rapierBody instanceof RigidBody) {
74
- if (rapierBody.numColliders() <= 0) {
75
- this.world?.removeRigidBody(rapierBody);
76
- }
77
- else {
78
- if (isDevEnvironment()) {
79
- if (!rapierBody["did_log_removing"]) {
80
- setTimeout(() => {
81
- if (rapierBody.numColliders() > 0) {
82
- rapierBody["did_log_removing"] = true;
83
- console.warn("RapierPhysics: removing rigidbody with colliders from the physics world is not possible right now, please remove the colliders first");
84
- }
85
- }, 1);
86
- }
87
- }
88
- }
89
- }
90
- }
91
- }
92
- }
93
- updateBody(comp, translation, rotation) {
94
- this.validate();
95
- if (!this.enabled)
96
- return;
97
- if (comp.destroyed || !comp.gameObject)
98
- return;
99
- if (!translation && !rotation)
100
- return;
101
- if (comp.isCollider === true) {
102
- // const collider = comp as ICollider;
103
- console.warn("TODO: implement updating collider position");
104
- }
105
- else {
106
- const rigidbody = comp;
107
- const body = rigidbody[$bodyKey];
108
- if (body) {
109
- this.syncPhysicsBody(rigidbody.gameObject, body, translation, rotation);
110
- }
111
- }
112
- }
113
- updateProperties(obj) {
114
- this.validate();
115
- if (obj.isCollider) {
116
- const col = obj;
117
- const body = col[$bodyKey];
118
- if (body) {
119
- this.internalUpdateColliderProperties(col, body);
120
- if (col.sharedMaterial)
121
- this.updatePhysicsMaterial(col);
122
- }
123
- }
124
- else {
125
- const rb = obj;
126
- const physicsBody = this.internal_getRigidbody(rb);
127
- if (physicsBody) {
128
- this.internalUpdateRigidbodyProperties(rb, physicsBody);
129
- }
130
- }
131
- }
132
- addForce(rigidbody, force, wakeup) {
133
- this.validate();
134
- const body = this.internal_getRigidbody(rigidbody);
135
- body?.addForce(force, wakeup);
136
- }
137
- addImpulse(rigidbody, force, wakeup) {
138
- this.validate();
139
- const body = this.internal_getRigidbody(rigidbody);
140
- body?.applyImpulse(force, wakeup);
141
- }
142
- getLinearVelocity(comp) {
143
- this.validate();
144
- const body = this.internal_getRigidbody(comp);
145
- if (body) {
146
- const vel = body.linvel();
147
- return vel;
148
- }
149
- return null;
150
- }
151
- getAngularVelocity(rb) {
152
- this.validate();
153
- const body = this.internal_getRigidbody(rb);
154
- if (body) {
155
- const vel = body.angvel();
156
- return vel;
157
- }
158
- return null;
159
- }
160
- resetForces(rb, wakeup) {
161
- this.validate();
162
- const body = this.internal_getRigidbody(rb);
163
- body?.resetForces(wakeup);
164
- }
165
- resetTorques(rb, wakeup) {
166
- this.validate();
167
- const body = this.internal_getRigidbody(rb);
168
- body?.resetTorques(wakeup);
169
- }
170
- applyImpulse(rb, vec, wakeup) {
171
- this.validate();
172
- const body = this.internal_getRigidbody(rb);
173
- body?.applyImpulse(vec, wakeup);
174
- }
175
- wakeup(rb) {
176
- this.validate();
177
- const body = this.internal_getRigidbody(rb);
178
- body?.wakeUp();
179
- }
180
- setAngularVelocity(rb, vec, wakeup) {
181
- this.validate();
182
- const body = this.internal_getRigidbody(rb);
183
- body?.setAngvel(vec, wakeup);
184
- }
185
- setLinearVelocity(rb, vec, wakeup) {
186
- this.validate();
187
- const body = this.internal_getRigidbody(rb);
188
- body?.setLinvel(vec, wakeup);
189
- }
190
- context;
191
- _initializePromise;
192
- _isInitialized = false;
193
- async initialize(context) {
194
- this.context = context;
195
- if (!this._initializePromise)
196
- this._initializePromise = this.internalInitialization();
197
- return this._initializePromise;
198
- }
199
- async internalInitialization() {
200
- if (debugPhysics)
201
- console.log("Initialize rapier physics engine");
202
- // NEEDLE_PHYSICS_INIT_START
203
- // use .env file with VITE_NEEDLE_USE_RAPIER=false to treeshake rapier
204
- // @ts-ignore
205
- if ("env" in import.meta && import.meta.env.VITE_NEEDLE_USE_RAPIER === "false") {
206
- if (debugPhysics)
207
- console.log("Rapier disabled");
208
- return false;
209
- }
210
- // Can be transformed during build time to disable rapier
211
- if (!NEEDLE_USE_RAPIER)
212
- return false;
213
- if (this._hasCreatedWorld) {
214
- console.error("Invalid call to create physics world: world is already created");
215
- return true;
216
- }
217
- this._hasCreatedWorld = true;
218
- if (RAPIER === undefined) {
219
- if (debugPhysics)
220
- console.log("Import Rapier");
221
- const _rapier = await import("@dimforge/rapier3d-compat");
222
- if (debugPhysics)
223
- console.log("Init Rapier");
224
- await _rapier.init();
225
- // only assign after all loads are done to avoid a race condition
226
- // where RAPIER is already set and then used while actually still waiting for initialization.
227
- RAPIER = _rapier;
228
- }
229
- if (debugPhysics)
230
- console.log("Physics engine initialized, creating world...");
231
- this._world = new World(this._gravity);
232
- this.enabled = true;
233
- this._isInitialized = true;
234
- if (debugPhysics)
235
- console.log("Physics world created");
236
- return true;
237
- // NEEDLE_PHYSICS_INIT_END
238
- }
239
- /** Check is the physics engine has been initialized and the call can be made */
240
- validate() {
241
- if (!this._isInitialized) {
242
- if (debugPhysics) {
243
- this["_lastWarnTime"] = this["_lastWarnTime"] ?? 0;
244
- if (Date.now() - this["_lastWarnTime"] > 1000) {
245
- this["_lastWarnTime"] = Date.now();
246
- console.warn("Physics engine is not initialized");
247
- }
248
- }
249
- }
250
- }
251
- rapierRay = new Ray({ x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 1 });
252
- raycastVectorsBuffer = new CircularBuffer(() => new Vector3(), 10);
253
- raycast(origin, direction, maxDistance, solid) {
254
- if (maxDistance === undefined)
255
- maxDistance = Infinity;
256
- if (solid === undefined)
257
- solid = true;
258
- const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
259
- if (!ray)
260
- return null;
261
- const hit = this.world?.castRay(ray, maxDistance, solid, undefined, undefined, undefined, undefined, (c) => {
262
- // ignore objects in the IgnoreRaycast=2 layer
263
- return !c[$componentKey]?.gameObject.layers.isEnabled(2);
264
- });
265
- if (hit) {
266
- const point = ray.pointAt(hit.toi);
267
- const vec = this.raycastVectorsBuffer.get();
268
- vec.set(point.x, point.y, point.z);
269
- return { point: vec, collider: hit.collider[$componentKey] };
270
- }
271
- return null;
272
- }
273
- raycastAndGetNormal(origin, direction, maxDistance, solid) {
274
- if (maxDistance === undefined)
275
- maxDistance = Infinity;
276
- if (solid === undefined)
277
- solid = true;
278
- const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
279
- if (!ray)
280
- return null;
281
- const hit = this.world?.castRayAndGetNormal(ray, maxDistance, solid, undefined, undefined, undefined, undefined, (c) => {
282
- // ignore objects in the IgnoreRaycast=2 layer
283
- return !c[$componentKey]?.gameObject.layers.isEnabled(2);
284
- });
285
- if (hit) {
286
- const point = ray.pointAt(hit.toi);
287
- const normal = hit.normal;
288
- const vec = this.raycastVectorsBuffer.get();
289
- const nor = this.raycastVectorsBuffer.get();
290
- vec.set(point.x, point.y, point.z);
291
- nor.set(normal.x, normal.y, normal.z);
292
- return { point: vec, normal: nor, collider: hit.collider[$componentKey] };
293
- }
294
- return null;
295
- }
296
- getPhysicsRay(ray, origin, direction) {
297
- const cam = this.context?.mainCamera;
298
- if (origin === undefined) {
299
- const pos = this.context?.input.getPointerPosition(0);
300
- if (pos)
301
- origin = pos;
302
- else
303
- return null;
304
- }
305
- // if we get origin in 2d space we need to project it to 3d space
306
- if (origin["z"] === undefined) {
307
- if (!cam) {
308
- console.error("Can not perform raycast from 2d point - no main camera found");
309
- return null;
310
- }
311
- const vec3 = this.raycastVectorsBuffer.get();
312
- vec3.x = origin.x;
313
- vec3.y = origin.y;
314
- vec3.z = 0;
315
- // if the origin is in screen space we need to convert it to raycaster space
316
- if (vec3.x > 1 || vec3.y > 1 || vec3.y < -1 || vec3.x < -1) {
317
- if (debugPhysics)
318
- console.warn("Converting screenspace to raycast space", vec3);
319
- this.context?.input.convertScreenspaceToRaycastSpace(vec3);
320
- }
321
- vec3.unproject(cam);
322
- origin = vec3;
323
- }
324
- const o = origin;
325
- ray.origin.x = o.x;
326
- ray.origin.y = o.y;
327
- ray.origin.z = o.z;
328
- const vec = this.raycastVectorsBuffer.get();
329
- if (direction)
330
- vec.set(direction.x, direction.y, direction.z);
331
- else {
332
- if (!cam) {
333
- console.error("Can not perform raycast - no camera found");
334
- return null;
335
- }
336
- vec.set(ray.origin.x, ray.origin.y, ray.origin.z);
337
- const camPosition = getWorldPosition(cam);
338
- vec.sub(camPosition);
339
- }
340
- // we need to normalize the ray because our input is a max travel length and the direction may be not normalized
341
- vec.normalize();
342
- ray.dir.x = vec.x;
343
- ray.dir.y = vec.y;
344
- ray.dir.z = vec.z;
345
- // Gizmos.DrawRay(ray.origin, ray.dir, 0xff0000, Infinity);
346
- return ray;
347
- }
348
- rapierSphere = null;
349
- rapierColliderArray = [];
350
- rapierIdentityRotation = { x: 0, y: 0, z: 0, w: 1 };
351
- rapierForwardVector = { x: 0, y: 0, z: 1 };
352
- /** Precice sphere overlap detection using rapier against colliders
353
- * @param point center of the sphere in worldspace
354
- * @param radius radius of the sphere
355
- * @returns array of colliders that overlap with the sphere. Note: they currently only contain the collider and the gameobject
356
- */
357
- sphereOverlap(point, radius) {
358
- this.rapierColliderArray.length = 0;
359
- if (!this.world)
360
- return this.rapierColliderArray;
361
- if (!this.rapierSphere)
362
- this.rapierSphere = new Ball(radius);
363
- this.rapierSphere.radius = radius;
364
- this.world.intersectionsWithShape(point, this.rapierIdentityRotation, this.rapierSphere, col => {
365
- const collider = col[$componentKey];
366
- // if (collider.gameObject.layers.isEnabled(2)) return true;
367
- const intersection = new SphereOverlapResult(collider.gameObject, collider);
368
- this.rapierColliderArray.push(intersection);
369
- return true; // Return `false` instead if we want to stop searching for other colliders that contain this point.
370
- }, QueryFilterFlags.EXCLUDE_SENSORS, undefined, undefined, undefined, col => {
371
- const collider = col[$componentKey];
372
- return collider.gameObject.layers.isEnabled(2) == false;
373
- });
374
- return this.rapierColliderArray;
375
- // TODO: this only returns one hit
376
- // let filterGroups = 0xffffffff;
377
- // filterGroups &= ~(1 << 2);
378
- // const hit: ShapeColliderTOI | null = this.world.castShape(point,
379
- // this.rapierIdentityRotation,
380
- // this.rapierForwardVector,
381
- // this.rapierSphere,
382
- // 0,
383
- // QueryFilterFlags.EXCLUDE_SENSORS,
384
- // // filterGroups,
385
- // );
386
- // // console.log(hit);
387
- // if (hit) {
388
- // const collider = hit.collider[$componentKey] as ICollider
389
- // const intersection = new SphereOverlapResult(collider.gameObject);
390
- // this.rapierColliderArray.push(intersection);
391
- // // const localpt = hit.witness2;
392
- // // // const normal = hit.normal2;
393
- // // const hitPoint = new Vector3(localpt.x, localpt.y, localpt.z);
394
- // // // collider.gameObject.localToWorld(hitPoint);
395
- // // // const normalPt = new Vector3(normal.x, normal.y, normal.z);
396
- // // // const mat = new Matrix4().setPosition(point).scale(new Vector3(radius, radius, radius));
397
- // // // hitPoint.applyMatrix4(mat);
398
- // // console.log(hit.witness2)
399
- // // // hitPoint.add(point);
400
- // // const dist = hitPoint.distanceTo(point);
401
- // }
402
- // return this.rapierColliderArray;
403
- }
404
- // physics simulation
405
- enabled = false;
406
- /** Get access to the rapier world */
407
- get world() { return this._world; }
408
- ;
409
- _tempPosition = new Vector3();
410
- _tempQuaternion = new Quaternion();
411
- _tempScale = new Vector3();
412
- _tempMatrix = new Matrix4();
413
- static _didLoadPhysicsEngine = false;
414
- _isUpdatingPhysicsWorld = false;
415
- get isUpdating() { return this._isUpdatingPhysicsWorld; }
416
- _world;
417
- _hasCreatedWorld = false;
418
- eventQueue;
419
- collisionHandler;
420
- objects = [];
421
- bodies = [];
422
- _meshCache = new Map();
423
- _gravity = { x: 0.0, y: -9.81, z: 0.0 };
424
- get gravity() {
425
- return this.world?.gravity ?? this._gravity;
426
- }
427
- set gravity(value) {
428
- if (this.world) {
429
- this.world.gravity = value;
430
- }
431
- else {
432
- this._gravity = value;
433
- }
434
- }
435
- clearCaches() {
436
- this._meshCache.clear();
437
- if (this.eventQueue?.raw)
438
- this.eventQueue?.free();
439
- if (this.world?.bodies)
440
- this.world?.free();
441
- }
442
- async addBoxCollider(collider, size) {
443
- if (!this._isInitialized)
444
- await this.initialize(collider.context);
445
- if (!collider.activeAndEnabled)
446
- return;
447
- if (!this.enabled) {
448
- if (debugPhysics)
449
- console.warn("Physics are disabled");
450
- return;
451
- }
452
- const obj = collider.gameObject;
453
- const scale = getWorldScale(obj, this._tempPosition).multiply(size);
454
- scale.multiplyScalar(0.5);
455
- // prevent negative scale
456
- if (scale.x < 0)
457
- scale.x = Math.abs(scale.x);
458
- if (scale.y < 0)
459
- scale.y = Math.abs(scale.y);
460
- if (scale.z < 0)
461
- scale.z = Math.abs(scale.z);
462
- // prevent zero scale - seems normals are flipped otherwise
463
- if (scale.x == 0)
464
- scale.x = 0.0000001;
465
- if (scale.y == 0)
466
- scale.y = 0.0000001;
467
- if (scale.z == 0)
468
- scale.z = 0.0000001;
469
- const desc = ColliderDesc.cuboid(scale.x, scale.y, scale.z);
470
- // const objectLayerMask = collider.gameObject.layers.mask;
471
- // const mask = objectLayerMask & ~2;
472
- // TODO: https://rapier.rs/docs/user_guides/javascript/colliders/#collision-groups-and-solver-groups
473
- // desc.setCollisionGroups(objectLayerMask);
474
- this.createCollider(collider, desc);
475
- }
476
- async addSphereCollider(collider) {
477
- if (!this._isInitialized)
478
- await this.initialize(collider.context);
479
- if (!collider.activeAndEnabled)
480
- return;
481
- if (!this.enabled) {
482
- if (debugPhysics)
483
- console.warn("Physics are disabled");
484
- return;
485
- }
486
- const desc = ColliderDesc.ball(.5);
487
- this.createCollider(collider, desc);
488
- this.updateProperties(collider);
489
- }
490
- async addCapsuleCollider(collider, height, radius) {
491
- if (!this._isInitialized)
492
- await this.initialize(collider.context);
493
- if (!collider.activeAndEnabled)
494
- return;
495
- if (!this.enabled) {
496
- if (debugPhysics)
497
- console.warn("Physics are disabled");
498
- return;
499
- }
500
- const obj = collider.gameObject;
501
- const scale = getWorldScale(obj, this._tempPosition);
502
- // Prevent negative scales
503
- scale.x = Math.abs(scale.x);
504
- scale.y = Math.abs(scale.y);
505
- const finalRadius = radius * scale.x;
506
- // half height = distance between capsule origin and top sphere origin (not the top end of the capsule)
507
- height = Math.max(height, finalRadius * 2);
508
- const hh = Mathf.clamp((height * .5 * scale.y) - (radius * scale.x), 0, Number.MAX_SAFE_INTEGER);
509
- const desc = ColliderDesc.capsule(hh, finalRadius);
510
- this.createCollider(collider, desc);
511
- }
512
- async addMeshCollider(collider, mesh, convex, scale) {
513
- if (!this._isInitialized)
514
- await this.initialize(collider.context);
515
- if (!collider.activeAndEnabled)
516
- return;
517
- if (!this.enabled) {
518
- if (debugPhysics)
519
- console.warn("Physics are disabled");
520
- return;
521
- }
522
- let geo = mesh.geometry;
523
- if (!geo) {
524
- if (debugPhysics)
525
- console.warn("Missing mesh geometry", mesh.name);
526
- return;
527
- }
528
- // check if mesh is indexed, if not generate indices
529
- if (!geo.index?.array?.length) {
530
- console.warn(`Your MeshCollider is missing vertices or indices in the assined mesh \"${mesh.name}\". Consider providing an indexed geometry.`);
531
- geo = BufferGeometryUtils.mergeVertices(geo);
532
- }
533
- let positions = geo.getAttribute("position").array;
534
- const indices = geo.index?.array;
535
- // scaling seems not supported yet https://github.com/dimforge/rapier/issues/243
536
- if (Math.abs(scale.x - 1) > 0.0001 || Math.abs(scale.y - 1) > 0.0001 || Math.abs(scale.z - 1) > 0.0001) {
537
- const key = geo.uuid + "_" + scale.x + "_" + scale.y + "_" + scale.z + "_" + convex;
538
- if (this._meshCache.has(key)) {
539
- if (debugPhysics)
540
- console.warn("Use cached mesh collider");
541
- positions = this._meshCache.get(key);
542
- }
543
- else {
544
- console.warn(`Your MeshCollider \"${collider.name}\" is scaled (${scale.x}, ${scale.y}, ${scale.z})\nthis is not optimal for performance since this isn't supported by the Rapier physics engine yet. Consider applying the scale to the collider mesh`);
545
- // showBalloonWarning("Your model is using scaled mesh colliders which is not optimal for performance: " + mesh.name + ", consider using unscaled objects");
546
- const scaledPositions = new Float32Array(positions.length);
547
- for (let i = 0; i < positions.length; i += 3) {
548
- scaledPositions[i] = positions[i] * scale.x;
549
- scaledPositions[i + 1] = positions[i + 1] * scale.y;
550
- scaledPositions[i + 2] = positions[i + 2] * scale.z;
551
- }
552
- positions = scaledPositions;
553
- this._meshCache.set(key, scaledPositions);
554
- }
555
- }
556
- const desc = convex ? ColliderDesc.convexHull(positions) : ColliderDesc.trimesh(positions, indices);
557
- if (desc) {
558
- this.createCollider(collider, desc);
559
- // col.setMassProperties(1, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0, w: 1 });
560
- // rb?.setTranslation({ x: 0, y: 2, z: 0 });
561
- // col.setTranslationWrtParent(new Vector3(0,2,0));
562
- }
563
- }
564
- updatePhysicsMaterial(col) {
565
- if (!col)
566
- return;
567
- const physicsMaterial = col.sharedMaterial;
568
- const rapier_collider = col[$bodyKey];
569
- if (!rapier_collider)
570
- return;
571
- if (physicsMaterial) {
572
- if (physicsMaterial.bounciness !== undefined)
573
- rapier_collider.setRestitution(physicsMaterial.bounciness);
574
- if (physicsMaterial.bounceCombine !== undefined) {
575
- switch (physicsMaterial.bounceCombine) {
576
- case PhysicsMaterialCombine.Average:
577
- rapier_collider.setRestitutionCombineRule(CoefficientCombineRule.Average);
578
- break;
579
- case PhysicsMaterialCombine.Maximum:
580
- rapier_collider.setRestitutionCombineRule(CoefficientCombineRule.Max);
581
- break;
582
- case PhysicsMaterialCombine.Minimum:
583
- rapier_collider.setRestitutionCombineRule(CoefficientCombineRule.Min);
584
- break;
585
- case PhysicsMaterialCombine.Multiply:
586
- rapier_collider.setRestitutionCombineRule(CoefficientCombineRule.Multiply);
587
- break;
588
- }
589
- }
590
- if (physicsMaterial.dynamicFriction !== undefined)
591
- rapier_collider.setFriction(physicsMaterial.dynamicFriction);
592
- if (physicsMaterial.frictionCombine !== undefined) {
593
- switch (physicsMaterial.frictionCombine) {
594
- case PhysicsMaterialCombine.Average:
595
- rapier_collider.setFrictionCombineRule(CoefficientCombineRule.Average);
596
- break;
597
- case PhysicsMaterialCombine.Maximum:
598
- rapier_collider.setFrictionCombineRule(CoefficientCombineRule.Max);
599
- break;
600
- case PhysicsMaterialCombine.Minimum:
601
- rapier_collider.setFrictionCombineRule(CoefficientCombineRule.Min);
602
- break;
603
- case PhysicsMaterialCombine.Multiply:
604
- rapier_collider.setFrictionCombineRule(CoefficientCombineRule.Multiply);
605
- break;
606
- }
607
- }
608
- }
609
- }
610
- /** Get the rapier body for a Needle component */
611
- getBody(obj) {
612
- if (!obj)
613
- return null;
614
- const body = obj[$bodyKey];
615
- return body;
616
- }
617
- /** Get the Needle Engine component for a rapier object */
618
- getComponent(rapierObject) {
619
- if (!rapierObject)
620
- return null;
621
- const component = rapierObject[$componentKey];
622
- return component;
623
- }
624
- createCollider(collider, desc) {
625
- if (!this.world)
626
- throw new Error("Physics world not initialized");
627
- const matrix = this._tempMatrix;
628
- let rigidBody = undefined;
629
- if (!collider.attachedRigidbody) {
630
- if (debugPhysics)
631
- console.log("Create collider without rigidbody", collider.name);
632
- matrix.makeRotationFromQuaternion(getWorldQuaternion(collider.gameObject));
633
- matrix.setPosition(getWorldPosition(collider.gameObject));
634
- }
635
- else {
636
- rigidBody = this.getRigidbody(collider, this._tempMatrix);
637
- }
638
- matrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
639
- this.tryApplyCenter(collider, this._tempPosition);
640
- desc.setTranslation(this._tempPosition.x, this._tempPosition.y, this._tempPosition.z);
641
- desc.setRotation(this._tempQuaternion);
642
- desc.setSensor(collider.isTrigger);
643
- // TODO: we might want to update this if the material changes
644
- const physicsMaterial = collider.sharedMaterial;
645
- if (physicsMaterial) {
646
- if (physicsMaterial.bounciness !== undefined)
647
- desc.setRestitution(physicsMaterial.bounciness);
648
- if (physicsMaterial.bounceCombine !== undefined) {
649
- switch (physicsMaterial.bounceCombine) {
650
- case PhysicsMaterialCombine.Average:
651
- desc.setRestitutionCombineRule(CoefficientCombineRule.Average);
652
- break;
653
- case PhysicsMaterialCombine.Maximum:
654
- desc.setRestitutionCombineRule(CoefficientCombineRule.Max);
655
- break;
656
- case PhysicsMaterialCombine.Minimum:
657
- desc.setRestitutionCombineRule(CoefficientCombineRule.Min);
658
- break;
659
- case PhysicsMaterialCombine.Multiply:
660
- desc.setRestitutionCombineRule(CoefficientCombineRule.Multiply);
661
- break;
662
- }
663
- }
664
- if (physicsMaterial.dynamicFriction !== undefined)
665
- desc.setFriction(physicsMaterial.dynamicFriction);
666
- if (physicsMaterial.frictionCombine !== undefined) {
667
- switch (physicsMaterial.frictionCombine) {
668
- case PhysicsMaterialCombine.Average:
669
- desc.setFrictionCombineRule(CoefficientCombineRule.Average);
670
- break;
671
- case PhysicsMaterialCombine.Maximum:
672
- desc.setFrictionCombineRule(CoefficientCombineRule.Max);
673
- break;
674
- case PhysicsMaterialCombine.Minimum:
675
- desc.setFrictionCombineRule(CoefficientCombineRule.Min);
676
- break;
677
- case PhysicsMaterialCombine.Multiply:
678
- desc.setFrictionCombineRule(CoefficientCombineRule.Multiply);
679
- break;
680
- }
681
- }
682
- }
683
- // if we want to use explicit mass properties, we need to set the collider density to 0
684
- // otherwise rapier will compute the mass properties based on the collider shape and density
685
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
686
- if (collider.attachedRigidbody?.autoMass === false) {
687
- desc.setDensity(.000001);
688
- desc.setMass(.000001);
689
- }
690
- try {
691
- const col = this.world.createCollider(desc, rigidBody);
692
- col[$componentKey] = collider;
693
- collider[$bodyKey] = col;
694
- col.setActiveEvents(ActiveEvents.COLLISION_EVENTS);
695
- // We want to receive collisitons between two triggers too
696
- col.setActiveCollisionTypes(ActiveCollisionTypes.ALL);
697
- // const objectLayerMask = collider.gameObject.layers.mask;
698
- // const mask = objectLayerMask & ~2;
699
- // col.setCollisionGroups(objectLayerMask);
700
- this.objects.push(collider);
701
- this.bodies.push(col);
702
- return col;
703
- }
704
- catch (e) {
705
- console.error("Error creating collider \"" + collider.name + "\"\nError:", e);
706
- return null;
707
- }
708
- }
709
- getRigidbody(collider, _matrix) {
710
- if (!this.world)
711
- throw new Error("Physics world not initialized");
712
- let rigidBody = null;
713
- if (collider.attachedRigidbody) {
714
- const rb = collider.attachedRigidbody;
715
- rigidBody = rb[$bodyKey];
716
- if (!rigidBody) {
717
- const kinematic = rb.isKinematic && !debugColliderPlacement;
718
- if (debugPhysics)
719
- console.log("Create rigidbody", kinematic);
720
- const rigidBodyDesc = kinematic ? RAPIER.RigidBodyDesc.kinematicPositionBased() : RAPIER.RigidBodyDesc.dynamic();
721
- const pos = getWorldPosition(collider.attachedRigidbody.gameObject);
722
- rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
723
- rigidBodyDesc.setRotation(getWorldQuaternion(collider.attachedRigidbody.gameObject));
724
- rigidBody = this.world.createRigidBody(rigidBodyDesc);
725
- this.bodies.push(rigidBody);
726
- this.objects.push(rb);
727
- }
728
- rigidBody[$componentKey] = rb;
729
- rb[$bodyKey] = rigidBody;
730
- this.internalUpdateRigidbodyProperties(rb, rigidBody);
731
- this.getRigidbodyRelativeMatrix(collider.gameObject, rb.gameObject, _matrix);
732
- collider[$colliderRigidbody] = rigidBody;
733
- }
734
- else {
735
- const rigidBodyDesc = RAPIER.RigidBodyDesc.kinematicPositionBased();
736
- const pos = getWorldPosition(collider.gameObject);
737
- rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
738
- rigidBodyDesc.setRotation(getWorldQuaternion(collider.gameObject));
739
- rigidBody = this.world.createRigidBody(rigidBodyDesc);
740
- _matrix.identity();
741
- rigidBody[$componentKey] = null;
742
- }
743
- return rigidBody;
744
- }
745
- internal_getRigidbody(rb) {
746
- if (rb.isCollider === true)
747
- return rb[$colliderRigidbody];
748
- return rb[$bodyKey];
749
- }
750
- internalUpdateColliderProperties(col, collider) {
751
- const shape = collider.shape;
752
- let sizeHasChanged = false;
753
- switch (shape.type) {
754
- // Sphere Collider
755
- case ShapeType.Ball:
756
- {
757
- const ball = shape;
758
- const sc = col;
759
- const obj = col.gameObject;
760
- const scale = getWorldScale(obj, this._tempPosition);
761
- const radius = Math.abs(sc.radius * scale.x);
762
- sizeHasChanged = ball.radius !== radius;
763
- ball.radius = radius;
764
- if (sizeHasChanged) {
765
- collider.setShape(ball);
766
- }
767
- break;
768
- }
769
- case ShapeType.Cuboid:
770
- const cuboid = shape;
771
- const sc = col;
772
- const newX = sc.size.x * 0.5;
773
- const newY = sc.size.y * 0.5;
774
- const newZ = sc.size.z * 0.5;
775
- sizeHasChanged = cuboid.halfExtents.x !== newX || cuboid.halfExtents.y !== newY || cuboid.halfExtents.z !== newZ;
776
- cuboid.halfExtents.x = newX;
777
- cuboid.halfExtents.y = newY;
778
- cuboid.halfExtents.z = newZ;
779
- if (sizeHasChanged) {
780
- collider.setShape(cuboid);
781
- }
782
- break;
783
- }
784
- if (sizeHasChanged) {
785
- const rb = col.attachedRigidbody;
786
- if (rb?.autoMass) {
787
- const ph = this.getBody(rb);
788
- ph?.recomputeMassPropertiesFromColliders();
789
- }
790
- }
791
- }
792
- internalUpdateRigidbodyProperties(rb, rigidbody) {
793
- // continuous collision detection
794
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection
795
- rigidbody.enableCcd(rb.collisionDetectionMode !== CollisionDetectionMode.Discrete);
796
- rigidbody.setLinearDamping(rb.drag);
797
- rigidbody.setAngularDamping(rb.angularDrag);
798
- rigidbody.setGravityScale(rb.useGravity ? rb.gravityScale : 0, true);
799
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
800
- if (rb.dominanceGroup <= 127 && rb.dominanceGroup >= -127)
801
- rigidbody.setDominanceGroup(Math.floor(rb.dominanceGroup));
802
- else
803
- rigidbody.setDominanceGroup(0);
804
- if (rb.autoMass) {
805
- rigidbody.setAdditionalMass(0, false);
806
- for (let i = 0; i < rigidbody.numColliders(); i++) {
807
- const col = rigidbody.collider(i);
808
- col.setDensity(1);
809
- }
810
- rigidbody.recomputeMassPropertiesFromColliders();
811
- }
812
- else {
813
- rigidbody.setAdditionalMass(rb.mass, false);
814
- for (let i = 0; i < rigidbody.numColliders(); i++) {
815
- const col = rigidbody.collider(i);
816
- col.setDensity(0.0000001);
817
- }
818
- rigidbody.recomputeMassPropertiesFromColliders();
819
- }
820
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
821
- // rigidbody.setAdditionalMass(rb.mass, true);
822
- // for (let i = 0; i < rigidbody.numColliders(); i++) {
823
- // const collider = rigidbody.collider(i);
824
- // if (collider) {
825
- // collider.setMass(rb.mass);
826
- // // const density = rb.mass / collider.shape.computeMassProperties().mass;
827
- // }
828
- // }
829
- // lock rotations
830
- rigidbody.setEnabledRotations(!rb.lockRotationX, !rb.lockRotationY, !rb.lockRotationZ, true);
831
- rigidbody.setEnabledTranslations(!rb.lockPositionX, !rb.lockPositionY, !rb.lockPositionZ, true);
832
- if (rb.isKinematic) {
833
- rigidbody.setBodyType(RAPIER.RigidBodyType.KinematicPositionBased);
834
- }
835
- else {
836
- rigidbody.setBodyType(RAPIER.RigidBodyType.Dynamic);
837
- }
838
- }
839
- // private _lastStepTime: number | undefined = 0;
840
- lines;
841
- step(dt) {
842
- if (!this.world)
843
- return;
844
- if (!this.enabled)
845
- return;
846
- this._isUpdatingPhysicsWorld = true;
847
- if (!this.eventQueue) {
848
- this.eventQueue = new EventQueue(false);
849
- }
850
- if (dt) {
851
- // if we make to sudden changes to the timestep the physics can get unstable
852
- // https://rapier.rs/docs/user_guides/javascript/integration_parameters/#dt
853
- this.world.timestep = Mathf.lerp(this.world.timestep, dt, 0.8);
854
- }
855
- this.world.step(this.eventQueue);
856
- this._isUpdatingPhysicsWorld = false;
857
- this.updateDebugRendering(this.world);
858
- }
859
- updateDebugRendering(world) {
860
- if (debugPhysics || debugColliderPlacement || showColliders || this.debugRenderColliders === true) {
861
- if (!this.lines) {
862
- const material = new LineBasicMaterial({
863
- color: 0x227700,
864
- fog: false,
865
- // vertexColors: THREE.VertexColors
866
- });
867
- const geometry = new BufferGeometry();
868
- this.lines = new LineSegments(geometry, material);
869
- this.lines.layers.disableAll();
870
- this.lines.layers.enable(2);
871
- }
872
- if (this.lines.parent !== this.context?.scene)
873
- this.context?.scene.add(this.lines);
874
- const buffers = world.debugRender();
875
- this.lines.geometry.setAttribute('position', new BufferAttribute(buffers.vertices, 3));
876
- this.lines.geometry.setAttribute('color', new BufferAttribute(buffers.colors, 4));
877
- }
878
- else {
879
- if (this.lines) {
880
- this.context?.scene.remove(this.lines);
881
- }
882
- }
883
- }
884
- postStep() {
885
- if (!this.world)
886
- return;
887
- if (!this.enabled)
888
- return;
889
- this._isUpdatingPhysicsWorld = true;
890
- this.syncObjects();
891
- this._isUpdatingPhysicsWorld = false;
892
- if (this.eventQueue && !this.collisionHandler) {
893
- this.collisionHandler = new PhysicsCollisionHandler(this.world, this.eventQueue);
894
- }
895
- if (this.collisionHandler) {
896
- this.collisionHandler.handleCollisionEvents();
897
- this.collisionHandler.update();
898
- }
899
- }
900
- /** sync rendered objects with physics world (except for colliders without rigidbody) */
901
- syncObjects() {
902
- if (debugColliderPlacement)
903
- return;
904
- for (let i = 0; i < this.bodies.length; i++) {
905
- const obj = this.objects[i];
906
- const body = this.bodies[i];
907
- // if the collider is not attached to a rigidbody
908
- // it means that its kinematic so we need to update its position
909
- const col = obj;
910
- if (col?.isCollider === true && !col.attachedRigidbody) {
911
- const rigidbody = body.parent();
912
- if (rigidbody)
913
- this.syncPhysicsBody(obj.gameObject, rigidbody, true, true);
914
- else
915
- this.syncPhysicsBody(obj.gameObject, body, true, true);
916
- continue;
917
- }
918
- // sync
919
- const pos = body.translation();
920
- const rot = body.rotation();
921
- if (Number.isNaN(pos.x) || Number.isNaN(rot.x)) {
922
- if (!col["__COLLIDER_NAN"] && isDevEnvironment()) {
923
- console.warn("Collider has NaN values", col.name, col.gameObject, body);
924
- col["__COLLIDER_NAN"] = true;
925
- }
926
- continue;
927
- }
928
- // make sure to keep the collider offset
929
- const center = obj["center"];
930
- if (center && center.isVector3) {
931
- this._tempQuaternion.set(rot.x, rot.y, rot.z, rot.w);
932
- const offset = this._tempPosition.copy(center).applyQuaternion(this._tempQuaternion);
933
- // const scale = getWorldScale(obj.gameObject);
934
- // offset.multiply(scale);
935
- pos.x -= offset.x;
936
- pos.y -= offset.y;
937
- pos.z -= offset.z;
938
- }
939
- setWorldPositionXYZ(obj.gameObject, pos.x, pos.y, pos.z);
940
- setWorldQuaternionXYZW(obj.gameObject, rot.x, rot.y, rot.z, rot.w);
941
- }
942
- }
943
- syncPhysicsBody(obj, body, translation, rotation) {
944
- // const bodyType = body.bodyType();
945
- // const previous = physicsBody.translation();
946
- // const vel = physicsBody.linvel();
947
- if (body instanceof RigidBody) {
948
- const worldPosition = getWorldPosition(obj, this._tempPosition);
949
- const worldQuaternion = getWorldQuaternion(obj, this._tempQuaternion);
950
- const type = body.bodyType();
951
- switch (type) {
952
- case RigidBodyType.Fixed:
953
- case RigidBodyType.KinematicPositionBased:
954
- case RigidBodyType.KinematicVelocityBased:
955
- if (translation)
956
- body.setNextKinematicTranslation(worldPosition);
957
- if (rotation)
958
- body.setNextKinematicRotation(worldQuaternion);
959
- break;
960
- default:
961
- if (translation)
962
- body.setTranslation(worldPosition, false);
963
- if (rotation)
964
- body.setRotation(worldQuaternion, false);
965
- break;
966
- }
967
- body.wakeUp();
968
- }
969
- else if (body instanceof Collider) {
970
- const worldPosition = getWorldPosition(obj, this._tempPosition);
971
- const worldQuaternion = getWorldQuaternion(obj, this._tempQuaternion);
972
- const collider = body[$componentKey];
973
- this.tryApplyCenter(collider, worldPosition);
974
- if (translation)
975
- body.setTranslation(worldPosition);
976
- if (rotation)
977
- body.setRotation(worldQuaternion);
978
- }
979
- // physicsBody.setBodyType(RAPIER.RigidBodyType.Fixed);
980
- // physicsBody.setLinvel(vel, false);
981
- // update velocity
982
- // const pos = physicsBody.translation();
983
- // pos.x -= previous.x;
984
- // pos.y -= previous.y;
985
- // pos.z -= previous.z;
986
- // // threhold
987
- // const t = 1;
988
- // const canUpdateVelocity = Math.abs(pos.x) < t && Math.abs(pos.y) < t && Math.abs(pos.z) < t;
989
- // if (canUpdateVelocity) {
990
- // const damping = 1 + this.context.time.deltaTime;
991
- // vel.x *= damping;
992
- // vel.y *= damping;
993
- // vel.z *= damping;
994
- // vel.x += pos.x;
995
- // vel.y += pos.y;
996
- // vel.z += pos.z;
997
- // console.log(vel);
998
- // physicsBody.setLinvel(vel, true);
999
- // }
1000
- // else if(debugPhysics) console.warn("Movement exceeded threshold, not updating velocity", pos);
1001
- // body.setBodyType(bodyType);
1002
- }
1003
- _tempCenterPos = new Vector3();
1004
- _tempCenterVec = new Vector3();
1005
- _tempCenterQuaternion = new Quaternion();
1006
- tryApplyCenter(collider, targetVector) {
1007
- const center = collider.center;
1008
- if (center && collider.gameObject) {
1009
- if (center.x !== 0 || center.y !== 0 || center.z !== 0) {
1010
- // TODO: fix export of center in editor integrations so we dont have to flip here
1011
- this._tempCenterPos.x = -center.x;
1012
- this._tempCenterPos.y = center.y;
1013
- this._tempCenterPos.z = center.z;
1014
- getWorldScale(collider.gameObject, this._tempCenterVec);
1015
- this._tempCenterPos.multiply(this._tempCenterVec);
1016
- const rot = getWorldQuaternion(collider.gameObject, this._tempCenterQuaternion);
1017
- this._tempCenterPos.applyQuaternion(rot);
1018
- targetVector.x += this._tempCenterPos.x;
1019
- targetVector.y += this._tempCenterPos.y;
1020
- targetVector.z += this._tempCenterPos.z;
1021
- }
1022
- }
1023
- }
1024
- static _matricesBuffer = [];
1025
- getRigidbodyRelativeMatrix(comp, rigidbody, mat, matrices) {
1026
- // collect all matrices to the rigidbody and then build the rigidbody relative matrix
1027
- if (matrices === undefined) {
1028
- matrices = RapierPhysics._matricesBuffer;
1029
- matrices.length = 0;
1030
- }
1031
- if (comp === rigidbody) {
1032
- const scale = getWorldScale(comp, this._tempPosition);
1033
- mat.makeScale(scale.x, scale.y, scale.z);
1034
- for (let i = matrices.length - 1; i >= 0; i--) {
1035
- mat.multiply(matrices[i]);
1036
- }
1037
- return mat;
1038
- }
1039
- matrices.push(comp.matrix);
1040
- if (comp.parent) {
1041
- this.getRigidbodyRelativeMatrix(comp.parent, rigidbody, mat, matrices);
1042
- }
1043
- return mat;
1044
- }
1045
- static centerConnectionPos = { x: 0, y: 0, z: 0 };
1046
- static centerConnectionRot = { x: 0, y: 0, z: 0, w: 1 };
1047
- addFixedJoint(body1, body2) {
1048
- if (!this.world) {
1049
- console.error("Physics world not initialized");
1050
- return;
1051
- }
1052
- const b1 = body1[$bodyKey];
1053
- const b2 = body2[$bodyKey];
1054
- this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1055
- this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1056
- const params = JointData.fixed(RapierPhysics.centerConnectionPos, RapierPhysics.centerConnectionRot, this._tempPosition, this._tempQuaternion);
1057
- const joint = this.world.createImpulseJoint(params, b1, b2, true);
1058
- if (debugPhysics)
1059
- console.log("ADD FIXED JOINT", joint);
1060
- }
1061
- /** The joint prevents any relative movement between two rigid-bodies, except for relative rotations along one axis. This is typically used to simulate wheels, fans, etc. They are characterized by one local anchor as well as one local axis on each rigid-body. */
1062
- addHingeJoint(body1, body2, anchor, axis) {
1063
- if (!this.world) {
1064
- console.error("Physics world not initialized");
1065
- return;
1066
- }
1067
- const b1 = body1[$bodyKey];
1068
- const b2 = body2[$bodyKey];
1069
- this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1070
- this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1071
- const params = RAPIER.JointData.revolute(anchor, this._tempPosition, axis);
1072
- const joint = this.world.createImpulseJoint(params, b1, b2, true);
1073
- if (debugPhysics)
1074
- console.log("ADD HINGE JOINT", joint);
1075
- }
1076
- calculateJointRelativeMatrices(body1, body2, mat) {
1077
- body1.updateWorldMatrix(true, false);
1078
- body2.updateWorldMatrix(true, false);
1079
- const world1 = body1.matrixWorld;
1080
- const world2 = body2.matrixWorld;
1081
- // set scale to 1
1082
- world1.elements[0] = 1;
1083
- world1.elements[5] = 1;
1084
- world1.elements[10] = 1;
1085
- world2.elements[0] = 1;
1086
- world2.elements[5] = 1;
1087
- world2.elements[10] = 1;
1088
- mat.copy(world2).premultiply(world1.invert()).invert();
1089
- }
1090
- }
1091
- /** responsible of processing collision events for the component system */
1092
- class PhysicsCollisionHandler {
1093
- world;
1094
- eventQueue;
1095
- constructor(world, eventQueue) {
1096
- this.world = world;
1097
- this.eventQueue = eventQueue;
1098
- }
1099
- activeCollisions = [];
1100
- activeCollisionsStay = [];
1101
- activeTriggers = [];
1102
- handleCollisionEvents() {
1103
- if (!this.eventQueue)
1104
- return;
1105
- if (!this.world)
1106
- return;
1107
- this.eventQueue.drainCollisionEvents((handle1, handle2, started) => {
1108
- const col1 = this.world.getCollider(handle1);
1109
- const col2 = this.world.getCollider(handle2);
1110
- const colliderComponent1 = col1[$componentKey];
1111
- const colliderComponent2 = col2[$componentKey];
1112
- if (debugCollisions)
1113
- console.log("EVT", colliderComponent1.name, colliderComponent2.name, started, col1, col2);
1114
- if (colliderComponent1 && colliderComponent2) {
1115
- if (started) {
1116
- this.onCollisionStarted(colliderComponent1, col1, colliderComponent2, col2);
1117
- this.onCollisionStarted(colliderComponent2, col2, colliderComponent1, col1);
1118
- }
1119
- else {
1120
- this.onCollisionEnded(colliderComponent1, colliderComponent2);
1121
- this.onCollisionEnded(colliderComponent2, colliderComponent1);
1122
- }
1123
- }
1124
- });
1125
- }
1126
- update() {
1127
- this.onHandleCollisionStay();
1128
- }
1129
- onCollisionStarted(self, selfBody, other, otherBody) {
1130
- let collision = null;
1131
- // if one is a trigger we dont get collisions but want to raise the trigger events
1132
- if (self.isTrigger || other.isTrigger) {
1133
- foreachComponent(self.gameObject, (c) => {
1134
- if (c.onTriggerEnter && !c.destroyed) {
1135
- c.onTriggerEnter(other);
1136
- }
1137
- this.activeTriggers.push({ collider: self, component: c, otherCollider: other });
1138
- });
1139
- }
1140
- else {
1141
- const object = self.gameObject;
1142
- // TODO: we dont respect the flip value here!
1143
- this.world.contactPair(selfBody, otherBody, (manifold, _flipped) => {
1144
- foreachComponent(object, (c) => {
1145
- if (c.destroyed)
1146
- return;
1147
- const hasDeclaredEventMethod = c.onCollisionEnter || c.onCollisionStay || c.onCollisionExit;
1148
- if (hasDeclaredEventMethod || debugCollisions) {
1149
- if (!collision) {
1150
- const contacts = [];
1151
- const normal = manifold.normal();
1152
- for (let i = 0; i < manifold.numSolverContacts(); i++) {
1153
- // solver points are in world space
1154
- // https://rapier.rs/docs/user_guides/javascript/advanced_collision_detection_js#the-contact-graph
1155
- const pt = manifold.solverContactPoint(i);
1156
- const impulse = manifold.contactImpulse(i);
1157
- if (pt) {
1158
- const dist = manifold.contactDist(i);
1159
- const friction = manifold.solverContactFriction(i);
1160
- const tangentVelocity = manifold.solverContactTangentVelocity(i);
1161
- const contact = new ContactPoint(pt, dist, normal, impulse, friction, tangentVelocity);
1162
- contacts.push(contact);
1163
- if (debugCollisions) {
1164
- Gizmos.DrawDirection(pt, normal, 0xff0000, 3, true);
1165
- }
1166
- }
1167
- }
1168
- collision = new Collision(object, other, contacts);
1169
- }
1170
- // we only need to keep track if any event exists
1171
- if (hasDeclaredEventMethod) {
1172
- const info = { collider: self, component: c, collision };
1173
- this.activeCollisions.push(info);
1174
- if (c.onCollisionStay) {
1175
- this.activeCollisionsStay.push(info);
1176
- }
1177
- c.onCollisionEnter?.call(c, collision);
1178
- }
1179
- }
1180
- });
1181
- });
1182
- }
1183
- }
1184
- onHandleCollisionStay() {
1185
- for (const active of this.activeCollisionsStay) {
1186
- const c = active.component;
1187
- if (c.destroyed)
1188
- continue;
1189
- if (c.activeAndEnabled && c.onCollisionStay) {
1190
- if (active.collision.collider.destroyed)
1191
- continue;
1192
- const arg = active.collision;
1193
- c.onCollisionStay(arg);
1194
- }
1195
- }
1196
- for (const active of this.activeTriggers) {
1197
- const c = active.component;
1198
- if (c.destroyed)
1199
- continue;
1200
- if (c.activeAndEnabled && c.onTriggerStay) {
1201
- const arg = active.otherCollider;
1202
- if (arg.destroyed)
1203
- continue;
1204
- c.onTriggerStay(arg);
1205
- }
1206
- }
1207
- }
1208
- onCollisionEnded(self, other) {
1209
- if (self.destroyed || other.destroyed)
1210
- return;
1211
- for (let i = 0; i < this.activeCollisions.length; i++) {
1212
- const active = this.activeCollisions[i];
1213
- const collider = active.collider;
1214
- if (collider.destroyed || active.collision.collider.destroyed) {
1215
- this.activeCollisions.splice(i, 1);
1216
- i--;
1217
- continue;
1218
- }
1219
- if (collider === self && active.collision.collider === other) {
1220
- const c = active.component;
1221
- this.activeCollisions.splice(i, 1);
1222
- i--;
1223
- if (c.activeAndEnabled && c.onCollisionExit) {
1224
- const collision = active.collision;
1225
- c.onCollisionExit(collision);
1226
- }
1227
- }
1228
- }
1229
- for (let i = 0; i < this.activeCollisionsStay.length; i++) {
1230
- const active = this.activeCollisionsStay[i];
1231
- const collider = active.collider;
1232
- if (collider.destroyed || active.collision.collider.destroyed) {
1233
- this.activeCollisionsStay.splice(i, 1);
1234
- i--;
1235
- continue;
1236
- }
1237
- if (collider === self && active.collision.collider === other) {
1238
- const c = active.component;
1239
- this.activeCollisionsStay.splice(i, 1);
1240
- i--;
1241
- if (c.activeAndEnabled && c.onCollisionExit) {
1242
- const collision = active.collision;
1243
- c.onCollisionExit(collision);
1244
- }
1245
- }
1246
- }
1247
- for (let i = 0; i < this.activeTriggers.length; i++) {
1248
- const active = this.activeTriggers[i];
1249
- const collider = active.collider;
1250
- if (collider.destroyed || active.otherCollider.destroyed) {
1251
- this.activeTriggers.splice(i, 1);
1252
- i--;
1253
- continue;
1254
- }
1255
- if (collider === self && active.otherCollider === other) {
1256
- const c = active.component;
1257
- this.activeTriggers.splice(i, 1);
1258
- i--;
1259
- if (c.activeAndEnabled && c.onTriggerExit) {
1260
- const collision = active.otherCollider;
1261
- c.onTriggerExit(collision);
1262
- }
1263
- }
1264
- }
1265
- }
1266
- }
1
+ import { BufferAttribute, BufferGeometry, LineBasicMaterial, LineSegments, Matrix4, Quaternion, Vector3 } from 'three';
2
+ import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
3
+ import { CircularBuffer, getParam } from "./engine_utils.js";
4
+ import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPositionXYZ, setWorldQuaternionXYZW } from "./engine_three_utils.js";
5
+ import { ContactPoint, Collision } from './engine_types.js';
6
+ import { foreachComponent } from './engine_gameobject.js';
7
+ import { ActiveCollisionTypes, ActiveEvents, CoefficientCombineRule, Ball, Collider, ColliderDesc, EventQueue, JointData, QueryFilterFlags, RigidBody, RigidBodyType, World, Ray, ShapeType } from '@dimforge/rapier3d-compat';
8
+ import { CollisionDetectionMode, PhysicsMaterialCombine } from '../engine/engine_physics.types.js';
9
+ import { Gizmos } from './engine_gizmos.js';
10
+ import { Mathf } from './engine_math.js';
11
+ import { SphereOverlapResult } from './engine_types.js';
12
+ import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
13
+ import { isDevEnvironment } from './debug/debug.js';
14
+ const debugPhysics = getParam("debugphysics");
15
+ const debugColliderPlacement = getParam("debugcolliderplacement");
16
+ const debugCollisions = getParam("debugcollisions");
17
+ const showColliders = getParam("showcolliders");
18
+ /** on physics body and references the needle component */
19
+ const $componentKey = Symbol("needle component");
20
+ /** on needle component and references physics body */
21
+ const $bodyKey = Symbol("physics body");
22
+ const $colliderRigidbody = Symbol("rigidbody");
23
+ let RAPIER = undefined;
24
+ globalThis["NEEDLE_USE_RAPIER"] = globalThis["NEEDLE_USE_RAPIER"] !== undefined ? globalThis["NEEDLE_USE_RAPIER"] : true;
25
+ if (debugPhysics)
26
+ console.log("Use Rapier", NEEDLE_USE_RAPIER, globalThis["NEEDLE_USE_RAPIER"]);
27
+ if (NEEDLE_USE_RAPIER) {
28
+ ContextRegistry.registerCallback(ContextEvent.ContextCreationStart, evt => {
29
+ if (debugPhysics)
30
+ console.log("Register rapier physics backend");
31
+ evt.context.physics.engine = new RapierPhysics();
32
+ // We want the physics engine to be initialized on start so when components start to enable and modify values they don't have delays
33
+ // TODO: should the promise be returned here to make the engine creation wait?
34
+ if (NEEDLE_USE_RAPIER) {
35
+ evt.context.physics.engine.initialize(evt.context);
36
+ }
37
+ });
38
+ }
39
+ export class RapierPhysics {
40
+ /** Enable to draw collider shapes */
41
+ debugRenderColliders = false;
42
+ removeBody(obj) {
43
+ if (!obj)
44
+ return;
45
+ this.validate();
46
+ const body = obj[$bodyKey];
47
+ obj[$bodyKey] = null;
48
+ if (body && this.world) {
49
+ const index = this.objects.findIndex(o => o === obj);
50
+ if (index >= 0) {
51
+ const rapierBody = this.bodies[index];
52
+ // Remove references
53
+ this.bodies.splice(index, 1);
54
+ this.objects.splice(index, 1);
55
+ // Remove the collider from the physics world
56
+ if (rapierBody instanceof Collider) {
57
+ const rapierCollider = rapierBody;
58
+ this.world?.removeCollider(rapierCollider, true);
59
+ // also remove the rigidbody if it doesnt have colliders anymore
60
+ const rapierRigidbody = rapierCollider.parent();
61
+ if (rapierRigidbody && rapierRigidbody.numColliders() <= 0) {
62
+ const rigidbody = rapierRigidbody[$componentKey];
63
+ if (rigidbody) {
64
+ // If the collider was attached to a rigidbody and this rigidbody now has no colliders anymore we should ignore it - because the Rigidbody component will delete itself
65
+ }
66
+ else {
67
+ // But if there is no explicit rigidbody needle component then the colliders did create it implictly and thus we need to remove it here:
68
+ this.world?.removeRigidBody(rapierRigidbody);
69
+ }
70
+ }
71
+ }
72
+ // Remove the rigidbody from the physics world
73
+ else if (rapierBody instanceof RigidBody) {
74
+ if (rapierBody.numColliders() <= 0) {
75
+ this.world?.removeRigidBody(rapierBody);
76
+ }
77
+ else {
78
+ if (isDevEnvironment()) {
79
+ if (!rapierBody["did_log_removing"]) {
80
+ setTimeout(() => {
81
+ if (rapierBody.numColliders() > 0) {
82
+ rapierBody["did_log_removing"] = true;
83
+ console.warn("RapierPhysics: removing rigidbody with colliders from the physics world is not possible right now, please remove the colliders first");
84
+ }
85
+ }, 1);
86
+ }
87
+ }
88
+ }
89
+ }
90
+ }
91
+ }
92
+ }
93
+ updateBody(comp, translation, rotation) {
94
+ this.validate();
95
+ if (!this.enabled)
96
+ return;
97
+ if (comp.destroyed || !comp.gameObject)
98
+ return;
99
+ if (!translation && !rotation)
100
+ return;
101
+ if (comp.isCollider === true) {
102
+ // const collider = comp as ICollider;
103
+ console.warn("TODO: implement updating collider position");
104
+ }
105
+ else {
106
+ const rigidbody = comp;
107
+ const body = rigidbody[$bodyKey];
108
+ if (body) {
109
+ this.syncPhysicsBody(rigidbody.gameObject, body, translation, rotation);
110
+ }
111
+ }
112
+ }
113
+ updateProperties(obj) {
114
+ this.validate();
115
+ if (obj.isCollider) {
116
+ const col = obj;
117
+ const body = col[$bodyKey];
118
+ if (body) {
119
+ this.internalUpdateColliderProperties(col, body);
120
+ if (col.sharedMaterial)
121
+ this.updatePhysicsMaterial(col);
122
+ }
123
+ }
124
+ else {
125
+ const rb = obj;
126
+ const physicsBody = this.internal_getRigidbody(rb);
127
+ if (physicsBody) {
128
+ this.internalUpdateRigidbodyProperties(rb, physicsBody);
129
+ }
130
+ }
131
+ }
132
+ addForce(rigidbody, force, wakeup) {
133
+ this.validate();
134
+ const body = this.internal_getRigidbody(rigidbody);
135
+ body?.addForce(force, wakeup);
136
+ }
137
+ addImpulse(rigidbody, force, wakeup) {
138
+ this.validate();
139
+ const body = this.internal_getRigidbody(rigidbody);
140
+ body?.applyImpulse(force, wakeup);
141
+ }
142
+ getLinearVelocity(comp) {
143
+ this.validate();
144
+ const body = this.internal_getRigidbody(comp);
145
+ if (body) {
146
+ const vel = body.linvel();
147
+ return vel;
148
+ }
149
+ return null;
150
+ }
151
+ getAngularVelocity(rb) {
152
+ this.validate();
153
+ const body = this.internal_getRigidbody(rb);
154
+ if (body) {
155
+ const vel = body.angvel();
156
+ return vel;
157
+ }
158
+ return null;
159
+ }
160
+ resetForces(rb, wakeup) {
161
+ this.validate();
162
+ const body = this.internal_getRigidbody(rb);
163
+ body?.resetForces(wakeup);
164
+ }
165
+ resetTorques(rb, wakeup) {
166
+ this.validate();
167
+ const body = this.internal_getRigidbody(rb);
168
+ body?.resetTorques(wakeup);
169
+ }
170
+ applyImpulse(rb, vec, wakeup) {
171
+ this.validate();
172
+ const body = this.internal_getRigidbody(rb);
173
+ body?.applyImpulse(vec, wakeup);
174
+ }
175
+ wakeup(rb) {
176
+ this.validate();
177
+ const body = this.internal_getRigidbody(rb);
178
+ body?.wakeUp();
179
+ }
180
+ setAngularVelocity(rb, vec, wakeup) {
181
+ this.validate();
182
+ const body = this.internal_getRigidbody(rb);
183
+ body?.setAngvel(vec, wakeup);
184
+ }
185
+ setLinearVelocity(rb, vec, wakeup) {
186
+ this.validate();
187
+ const body = this.internal_getRigidbody(rb);
188
+ body?.setLinvel(vec, wakeup);
189
+ }
190
+ context;
191
+ _initializePromise;
192
+ _isInitialized = false;
193
+ async initialize(context) {
194
+ this.context = context;
195
+ if (!this._initializePromise)
196
+ this._initializePromise = this.internalInitialization();
197
+ return this._initializePromise;
198
+ }
199
+ async internalInitialization() {
200
+ if (debugPhysics)
201
+ console.log("Initialize rapier physics engine");
202
+ // NEEDLE_PHYSICS_INIT_START
203
+ // use .env file with VITE_NEEDLE_USE_RAPIER=false to treeshake rapier
204
+ // @ts-ignore
205
+ if ("env" in import.meta && import.meta.env.VITE_NEEDLE_USE_RAPIER === "false") {
206
+ if (debugPhysics)
207
+ console.log("Rapier disabled");
208
+ return false;
209
+ }
210
+ // Can be transformed during build time to disable rapier
211
+ if (!NEEDLE_USE_RAPIER)
212
+ return false;
213
+ if (this._hasCreatedWorld) {
214
+ console.error("Invalid call to create physics world: world is already created");
215
+ return true;
216
+ }
217
+ this._hasCreatedWorld = true;
218
+ if (RAPIER === undefined) {
219
+ if (debugPhysics)
220
+ console.log("Import Rapier");
221
+ const _rapier = await import("@dimforge/rapier3d-compat");
222
+ if (debugPhysics)
223
+ console.log("Init Rapier");
224
+ await _rapier.init();
225
+ // only assign after all loads are done to avoid a race condition
226
+ // where RAPIER is already set and then used while actually still waiting for initialization.
227
+ RAPIER = _rapier;
228
+ }
229
+ if (debugPhysics)
230
+ console.log("Physics engine initialized, creating world...");
231
+ this._world = new World(this._gravity);
232
+ this.enabled = true;
233
+ this._isInitialized = true;
234
+ if (debugPhysics)
235
+ console.log("Physics world created");
236
+ return true;
237
+ // NEEDLE_PHYSICS_INIT_END
238
+ }
239
+ /** Check is the physics engine has been initialized and the call can be made */
240
+ validate() {
241
+ if (!this._isInitialized) {
242
+ if (debugPhysics) {
243
+ this["_lastWarnTime"] = this["_lastWarnTime"] ?? 0;
244
+ if (Date.now() - this["_lastWarnTime"] > 1000) {
245
+ this["_lastWarnTime"] = Date.now();
246
+ console.warn("Physics engine is not initialized");
247
+ }
248
+ }
249
+ }
250
+ }
251
+ rapierRay = new Ray({ x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 1 });
252
+ raycastVectorsBuffer = new CircularBuffer(() => new Vector3(), 10);
253
+ raycast(origin, direction, maxDistance, solid) {
254
+ if (maxDistance === undefined)
255
+ maxDistance = Infinity;
256
+ if (solid === undefined)
257
+ solid = true;
258
+ const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
259
+ if (!ray)
260
+ return null;
261
+ const hit = this.world?.castRay(ray, maxDistance, solid, undefined, undefined, undefined, undefined, (c) => {
262
+ // ignore objects in the IgnoreRaycast=2 layer
263
+ return !c[$componentKey]?.gameObject.layers.isEnabled(2);
264
+ });
265
+ if (hit) {
266
+ const point = ray.pointAt(hit.toi);
267
+ const vec = this.raycastVectorsBuffer.get();
268
+ vec.set(point.x, point.y, point.z);
269
+ return { point: vec, collider: hit.collider[$componentKey] };
270
+ }
271
+ return null;
272
+ }
273
+ raycastAndGetNormal(origin, direction, maxDistance, solid) {
274
+ if (maxDistance === undefined)
275
+ maxDistance = Infinity;
276
+ if (solid === undefined)
277
+ solid = true;
278
+ const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
279
+ if (!ray)
280
+ return null;
281
+ const hit = this.world?.castRayAndGetNormal(ray, maxDistance, solid, undefined, undefined, undefined, undefined, (c) => {
282
+ // ignore objects in the IgnoreRaycast=2 layer
283
+ return !c[$componentKey]?.gameObject.layers.isEnabled(2);
284
+ });
285
+ if (hit) {
286
+ const point = ray.pointAt(hit.toi);
287
+ const normal = hit.normal;
288
+ const vec = this.raycastVectorsBuffer.get();
289
+ const nor = this.raycastVectorsBuffer.get();
290
+ vec.set(point.x, point.y, point.z);
291
+ nor.set(normal.x, normal.y, normal.z);
292
+ return { point: vec, normal: nor, collider: hit.collider[$componentKey] };
293
+ }
294
+ return null;
295
+ }
296
+ getPhysicsRay(ray, origin, direction) {
297
+ const cam = this.context?.mainCamera;
298
+ if (origin === undefined) {
299
+ const pos = this.context?.input.getPointerPosition(0);
300
+ if (pos)
301
+ origin = pos;
302
+ else
303
+ return null;
304
+ }
305
+ // if we get origin in 2d space we need to project it to 3d space
306
+ if (origin["z"] === undefined) {
307
+ if (!cam) {
308
+ console.error("Can not perform raycast from 2d point - no main camera found");
309
+ return null;
310
+ }
311
+ const vec3 = this.raycastVectorsBuffer.get();
312
+ vec3.x = origin.x;
313
+ vec3.y = origin.y;
314
+ vec3.z = 0;
315
+ // if the origin is in screen space we need to convert it to raycaster space
316
+ if (vec3.x > 1 || vec3.y > 1 || vec3.y < -1 || vec3.x < -1) {
317
+ if (debugPhysics)
318
+ console.warn("Converting screenspace to raycast space", vec3);
319
+ this.context?.input.convertScreenspaceToRaycastSpace(vec3);
320
+ }
321
+ vec3.unproject(cam);
322
+ origin = vec3;
323
+ }
324
+ const o = origin;
325
+ ray.origin.x = o.x;
326
+ ray.origin.y = o.y;
327
+ ray.origin.z = o.z;
328
+ const vec = this.raycastVectorsBuffer.get();
329
+ if (direction)
330
+ vec.set(direction.x, direction.y, direction.z);
331
+ else {
332
+ if (!cam) {
333
+ console.error("Can not perform raycast - no camera found");
334
+ return null;
335
+ }
336
+ vec.set(ray.origin.x, ray.origin.y, ray.origin.z);
337
+ const camPosition = getWorldPosition(cam);
338
+ vec.sub(camPosition);
339
+ }
340
+ // we need to normalize the ray because our input is a max travel length and the direction may be not normalized
341
+ vec.normalize();
342
+ ray.dir.x = vec.x;
343
+ ray.dir.y = vec.y;
344
+ ray.dir.z = vec.z;
345
+ // Gizmos.DrawRay(ray.origin, ray.dir, 0xff0000, Infinity);
346
+ return ray;
347
+ }
348
+ rapierSphere = null;
349
+ rapierColliderArray = [];
350
+ rapierIdentityRotation = { x: 0, y: 0, z: 0, w: 1 };
351
+ rapierForwardVector = { x: 0, y: 0, z: 1 };
352
+ /** Precice sphere overlap detection using rapier against colliders
353
+ * @param point center of the sphere in worldspace
354
+ * @param radius radius of the sphere
355
+ * @returns array of colliders that overlap with the sphere. Note: they currently only contain the collider and the gameobject
356
+ */
357
+ sphereOverlap(point, radius) {
358
+ this.rapierColliderArray.length = 0;
359
+ if (!this.world)
360
+ return this.rapierColliderArray;
361
+ if (!this.rapierSphere)
362
+ this.rapierSphere = new Ball(radius);
363
+ this.rapierSphere.radius = radius;
364
+ this.world.intersectionsWithShape(point, this.rapierIdentityRotation, this.rapierSphere, col => {
365
+ const collider = col[$componentKey];
366
+ // if (collider.gameObject.layers.isEnabled(2)) return true;
367
+ const intersection = new SphereOverlapResult(collider.gameObject, collider);
368
+ this.rapierColliderArray.push(intersection);
369
+ return true; // Return `false` instead if we want to stop searching for other colliders that contain this point.
370
+ }, QueryFilterFlags.EXCLUDE_SENSORS, undefined, undefined, undefined, col => {
371
+ const collider = col[$componentKey];
372
+ return collider.gameObject.layers.isEnabled(2) == false;
373
+ });
374
+ return this.rapierColliderArray;
375
+ // TODO: this only returns one hit
376
+ // let filterGroups = 0xffffffff;
377
+ // filterGroups &= ~(1 << 2);
378
+ // const hit: ShapeColliderTOI | null = this.world.castShape(point,
379
+ // this.rapierIdentityRotation,
380
+ // this.rapierForwardVector,
381
+ // this.rapierSphere,
382
+ // 0,
383
+ // QueryFilterFlags.EXCLUDE_SENSORS,
384
+ // // filterGroups,
385
+ // );
386
+ // // console.log(hit);
387
+ // if (hit) {
388
+ // const collider = hit.collider[$componentKey] as ICollider
389
+ // const intersection = new SphereOverlapResult(collider.gameObject);
390
+ // this.rapierColliderArray.push(intersection);
391
+ // // const localpt = hit.witness2;
392
+ // // // const normal = hit.normal2;
393
+ // // const hitPoint = new Vector3(localpt.x, localpt.y, localpt.z);
394
+ // // // collider.gameObject.localToWorld(hitPoint);
395
+ // // // const normalPt = new Vector3(normal.x, normal.y, normal.z);
396
+ // // // const mat = new Matrix4().setPosition(point).scale(new Vector3(radius, radius, radius));
397
+ // // // hitPoint.applyMatrix4(mat);
398
+ // // console.log(hit.witness2)
399
+ // // // hitPoint.add(point);
400
+ // // const dist = hitPoint.distanceTo(point);
401
+ // }
402
+ // return this.rapierColliderArray;
403
+ }
404
+ // physics simulation
405
+ enabled = false;
406
+ /** Get access to the rapier world */
407
+ get world() { return this._world; }
408
+ ;
409
+ _tempPosition = new Vector3();
410
+ _tempQuaternion = new Quaternion();
411
+ _tempScale = new Vector3();
412
+ _tempMatrix = new Matrix4();
413
+ static _didLoadPhysicsEngine = false;
414
+ _isUpdatingPhysicsWorld = false;
415
+ get isUpdating() { return this._isUpdatingPhysicsWorld; }
416
+ _world;
417
+ _hasCreatedWorld = false;
418
+ eventQueue;
419
+ collisionHandler;
420
+ objects = [];
421
+ bodies = [];
422
+ _meshCache = new Map();
423
+ _gravity = { x: 0.0, y: -9.81, z: 0.0 };
424
+ get gravity() {
425
+ return this.world?.gravity ?? this._gravity;
426
+ }
427
+ set gravity(value) {
428
+ if (this.world) {
429
+ this.world.gravity = value;
430
+ }
431
+ else {
432
+ this._gravity = value;
433
+ }
434
+ }
435
+ clearCaches() {
436
+ this._meshCache.clear();
437
+ if (this.eventQueue?.raw)
438
+ this.eventQueue?.free();
439
+ if (this.world?.bodies)
440
+ this.world?.free();
441
+ }
442
+ async addBoxCollider(collider, size) {
443
+ if (!this._isInitialized)
444
+ await this.initialize(collider.context);
445
+ if (!collider.activeAndEnabled)
446
+ return;
447
+ if (!this.enabled) {
448
+ if (debugPhysics)
449
+ console.warn("Physics are disabled");
450
+ return;
451
+ }
452
+ const obj = collider.gameObject;
453
+ const scale = getWorldScale(obj, this._tempPosition).multiply(size);
454
+ scale.multiplyScalar(0.5);
455
+ // prevent negative scale
456
+ if (scale.x < 0)
457
+ scale.x = Math.abs(scale.x);
458
+ if (scale.y < 0)
459
+ scale.y = Math.abs(scale.y);
460
+ if (scale.z < 0)
461
+ scale.z = Math.abs(scale.z);
462
+ // prevent zero scale - seems normals are flipped otherwise
463
+ if (scale.x == 0)
464
+ scale.x = 0.0000001;
465
+ if (scale.y == 0)
466
+ scale.y = 0.0000001;
467
+ if (scale.z == 0)
468
+ scale.z = 0.0000001;
469
+ const desc = ColliderDesc.cuboid(scale.x, scale.y, scale.z);
470
+ // const objectLayerMask = collider.gameObject.layers.mask;
471
+ // const mask = objectLayerMask & ~2;
472
+ // TODO: https://rapier.rs/docs/user_guides/javascript/colliders/#collision-groups-and-solver-groups
473
+ // desc.setCollisionGroups(objectLayerMask);
474
+ this.createCollider(collider, desc);
475
+ }
476
+ async addSphereCollider(collider) {
477
+ if (!this._isInitialized)
478
+ await this.initialize(collider.context);
479
+ if (!collider.activeAndEnabled)
480
+ return;
481
+ if (!this.enabled) {
482
+ if (debugPhysics)
483
+ console.warn("Physics are disabled");
484
+ return;
485
+ }
486
+ const desc = ColliderDesc.ball(.5);
487
+ this.createCollider(collider, desc);
488
+ this.updateProperties(collider);
489
+ }
490
+ async addCapsuleCollider(collider, height, radius) {
491
+ if (!this._isInitialized)
492
+ await this.initialize(collider.context);
493
+ if (!collider.activeAndEnabled)
494
+ return;
495
+ if (!this.enabled) {
496
+ if (debugPhysics)
497
+ console.warn("Physics are disabled");
498
+ return;
499
+ }
500
+ const obj = collider.gameObject;
501
+ const scale = getWorldScale(obj, this._tempPosition);
502
+ // Prevent negative scales
503
+ scale.x = Math.abs(scale.x);
504
+ scale.y = Math.abs(scale.y);
505
+ const finalRadius = radius * scale.x;
506
+ // half height = distance between capsule origin and top sphere origin (not the top end of the capsule)
507
+ height = Math.max(height, finalRadius * 2);
508
+ const hh = Mathf.clamp((height * .5 * scale.y) - (radius * scale.x), 0, Number.MAX_SAFE_INTEGER);
509
+ const desc = ColliderDesc.capsule(hh, finalRadius);
510
+ this.createCollider(collider, desc);
511
+ }
512
+ async addMeshCollider(collider, mesh, convex, scale) {
513
+ if (!this._isInitialized)
514
+ await this.initialize(collider.context);
515
+ if (!collider.activeAndEnabled)
516
+ return;
517
+ if (!this.enabled) {
518
+ if (debugPhysics)
519
+ console.warn("Physics are disabled");
520
+ return;
521
+ }
522
+ let geo = mesh.geometry;
523
+ if (!geo) {
524
+ if (debugPhysics)
525
+ console.warn("Missing mesh geometry", mesh.name);
526
+ return;
527
+ }
528
+ // check if mesh is indexed, if not generate indices
529
+ if (!geo.index?.array?.length) {
530
+ console.warn(`Your MeshCollider is missing vertices or indices in the assined mesh \"${mesh.name}\". Consider providing an indexed geometry.`);
531
+ geo = BufferGeometryUtils.mergeVertices(geo);
532
+ }
533
+ let positions = geo.getAttribute("position").array;
534
+ const indices = geo.index?.array;
535
+ // scaling seems not supported yet https://github.com/dimforge/rapier/issues/243
536
+ if (Math.abs(scale.x - 1) > 0.0001 || Math.abs(scale.y - 1) > 0.0001 || Math.abs(scale.z - 1) > 0.0001) {
537
+ const key = geo.uuid + "_" + scale.x + "_" + scale.y + "_" + scale.z + "_" + convex;
538
+ if (this._meshCache.has(key)) {
539
+ if (debugPhysics)
540
+ console.warn("Use cached mesh collider");
541
+ positions = this._meshCache.get(key);
542
+ }
543
+ else {
544
+ console.warn(`Your MeshCollider \"${collider.name}\" is scaled (${scale.x}, ${scale.y}, ${scale.z})\nthis is not optimal for performance since this isn't supported by the Rapier physics engine yet. Consider applying the scale to the collider mesh`);
545
+ // showBalloonWarning("Your model is using scaled mesh colliders which is not optimal for performance: " + mesh.name + ", consider using unscaled objects");
546
+ const scaledPositions = new Float32Array(positions.length);
547
+ for (let i = 0; i < positions.length; i += 3) {
548
+ scaledPositions[i] = positions[i] * scale.x;
549
+ scaledPositions[i + 1] = positions[i + 1] * scale.y;
550
+ scaledPositions[i + 2] = positions[i + 2] * scale.z;
551
+ }
552
+ positions = scaledPositions;
553
+ this._meshCache.set(key, scaledPositions);
554
+ }
555
+ }
556
+ const desc = convex ? ColliderDesc.convexHull(positions) : ColliderDesc.trimesh(positions, indices);
557
+ if (desc) {
558
+ this.createCollider(collider, desc);
559
+ // col.setMassProperties(1, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0, w: 1 });
560
+ // rb?.setTranslation({ x: 0, y: 2, z: 0 });
561
+ // col.setTranslationWrtParent(new Vector3(0,2,0));
562
+ }
563
+ }
564
+ updatePhysicsMaterial(col) {
565
+ if (!col)
566
+ return;
567
+ const physicsMaterial = col.sharedMaterial;
568
+ const rapier_collider = col[$bodyKey];
569
+ if (!rapier_collider)
570
+ return;
571
+ if (physicsMaterial) {
572
+ if (physicsMaterial.bounciness !== undefined)
573
+ rapier_collider.setRestitution(physicsMaterial.bounciness);
574
+ if (physicsMaterial.bounceCombine !== undefined) {
575
+ switch (physicsMaterial.bounceCombine) {
576
+ case PhysicsMaterialCombine.Average:
577
+ rapier_collider.setRestitutionCombineRule(CoefficientCombineRule.Average);
578
+ break;
579
+ case PhysicsMaterialCombine.Maximum:
580
+ rapier_collider.setRestitutionCombineRule(CoefficientCombineRule.Max);
581
+ break;
582
+ case PhysicsMaterialCombine.Minimum:
583
+ rapier_collider.setRestitutionCombineRule(CoefficientCombineRule.Min);
584
+ break;
585
+ case PhysicsMaterialCombine.Multiply:
586
+ rapier_collider.setRestitutionCombineRule(CoefficientCombineRule.Multiply);
587
+ break;
588
+ }
589
+ }
590
+ if (physicsMaterial.dynamicFriction !== undefined)
591
+ rapier_collider.setFriction(physicsMaterial.dynamicFriction);
592
+ if (physicsMaterial.frictionCombine !== undefined) {
593
+ switch (physicsMaterial.frictionCombine) {
594
+ case PhysicsMaterialCombine.Average:
595
+ rapier_collider.setFrictionCombineRule(CoefficientCombineRule.Average);
596
+ break;
597
+ case PhysicsMaterialCombine.Maximum:
598
+ rapier_collider.setFrictionCombineRule(CoefficientCombineRule.Max);
599
+ break;
600
+ case PhysicsMaterialCombine.Minimum:
601
+ rapier_collider.setFrictionCombineRule(CoefficientCombineRule.Min);
602
+ break;
603
+ case PhysicsMaterialCombine.Multiply:
604
+ rapier_collider.setFrictionCombineRule(CoefficientCombineRule.Multiply);
605
+ break;
606
+ }
607
+ }
608
+ }
609
+ }
610
+ /** Get the rapier body for a Needle component */
611
+ getBody(obj) {
612
+ if (!obj)
613
+ return null;
614
+ const body = obj[$bodyKey];
615
+ return body;
616
+ }
617
+ /** Get the Needle Engine component for a rapier object */
618
+ getComponent(rapierObject) {
619
+ if (!rapierObject)
620
+ return null;
621
+ const component = rapierObject[$componentKey];
622
+ return component;
623
+ }
624
+ createCollider(collider, desc) {
625
+ if (!this.world)
626
+ throw new Error("Physics world not initialized");
627
+ const matrix = this._tempMatrix;
628
+ let rigidBody = undefined;
629
+ if (!collider.attachedRigidbody) {
630
+ if (debugPhysics)
631
+ console.log("Create collider without rigidbody", collider.name);
632
+ matrix.makeRotationFromQuaternion(getWorldQuaternion(collider.gameObject));
633
+ matrix.setPosition(getWorldPosition(collider.gameObject));
634
+ }
635
+ else {
636
+ rigidBody = this.getRigidbody(collider, this._tempMatrix);
637
+ }
638
+ matrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
639
+ this.tryApplyCenter(collider, this._tempPosition);
640
+ desc.setTranslation(this._tempPosition.x, this._tempPosition.y, this._tempPosition.z);
641
+ desc.setRotation(this._tempQuaternion);
642
+ desc.setSensor(collider.isTrigger);
643
+ // TODO: we might want to update this if the material changes
644
+ const physicsMaterial = collider.sharedMaterial;
645
+ if (physicsMaterial) {
646
+ if (physicsMaterial.bounciness !== undefined)
647
+ desc.setRestitution(physicsMaterial.bounciness);
648
+ if (physicsMaterial.bounceCombine !== undefined) {
649
+ switch (physicsMaterial.bounceCombine) {
650
+ case PhysicsMaterialCombine.Average:
651
+ desc.setRestitutionCombineRule(CoefficientCombineRule.Average);
652
+ break;
653
+ case PhysicsMaterialCombine.Maximum:
654
+ desc.setRestitutionCombineRule(CoefficientCombineRule.Max);
655
+ break;
656
+ case PhysicsMaterialCombine.Minimum:
657
+ desc.setRestitutionCombineRule(CoefficientCombineRule.Min);
658
+ break;
659
+ case PhysicsMaterialCombine.Multiply:
660
+ desc.setRestitutionCombineRule(CoefficientCombineRule.Multiply);
661
+ break;
662
+ }
663
+ }
664
+ if (physicsMaterial.dynamicFriction !== undefined)
665
+ desc.setFriction(physicsMaterial.dynamicFriction);
666
+ if (physicsMaterial.frictionCombine !== undefined) {
667
+ switch (physicsMaterial.frictionCombine) {
668
+ case PhysicsMaterialCombine.Average:
669
+ desc.setFrictionCombineRule(CoefficientCombineRule.Average);
670
+ break;
671
+ case PhysicsMaterialCombine.Maximum:
672
+ desc.setFrictionCombineRule(CoefficientCombineRule.Max);
673
+ break;
674
+ case PhysicsMaterialCombine.Minimum:
675
+ desc.setFrictionCombineRule(CoefficientCombineRule.Min);
676
+ break;
677
+ case PhysicsMaterialCombine.Multiply:
678
+ desc.setFrictionCombineRule(CoefficientCombineRule.Multiply);
679
+ break;
680
+ }
681
+ }
682
+ }
683
+ // if we want to use explicit mass properties, we need to set the collider density to 0
684
+ // otherwise rapier will compute the mass properties based on the collider shape and density
685
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
686
+ if (collider.attachedRigidbody?.autoMass === false) {
687
+ desc.setDensity(.000001);
688
+ desc.setMass(.000001);
689
+ }
690
+ try {
691
+ const col = this.world.createCollider(desc, rigidBody);
692
+ col[$componentKey] = collider;
693
+ collider[$bodyKey] = col;
694
+ col.setActiveEvents(ActiveEvents.COLLISION_EVENTS);
695
+ // We want to receive collisitons between two triggers too
696
+ col.setActiveCollisionTypes(ActiveCollisionTypes.ALL);
697
+ // const objectLayerMask = collider.gameObject.layers.mask;
698
+ // const mask = objectLayerMask & ~2;
699
+ // col.setCollisionGroups(objectLayerMask);
700
+ this.objects.push(collider);
701
+ this.bodies.push(col);
702
+ return col;
703
+ }
704
+ catch (e) {
705
+ console.error("Error creating collider \"" + collider.name + "\"\nError:", e);
706
+ return null;
707
+ }
708
+ }
709
+ getRigidbody(collider, _matrix) {
710
+ if (!this.world)
711
+ throw new Error("Physics world not initialized");
712
+ let rigidBody = null;
713
+ if (collider.attachedRigidbody) {
714
+ const rb = collider.attachedRigidbody;
715
+ rigidBody = rb[$bodyKey];
716
+ if (!rigidBody) {
717
+ const kinematic = rb.isKinematic && !debugColliderPlacement;
718
+ if (debugPhysics)
719
+ console.log("Create rigidbody", kinematic);
720
+ const rigidBodyDesc = kinematic ? RAPIER.RigidBodyDesc.kinematicPositionBased() : RAPIER.RigidBodyDesc.dynamic();
721
+ const pos = getWorldPosition(collider.attachedRigidbody.gameObject);
722
+ rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
723
+ rigidBodyDesc.setRotation(getWorldQuaternion(collider.attachedRigidbody.gameObject));
724
+ rigidBody = this.world.createRigidBody(rigidBodyDesc);
725
+ this.bodies.push(rigidBody);
726
+ this.objects.push(rb);
727
+ }
728
+ rigidBody[$componentKey] = rb;
729
+ rb[$bodyKey] = rigidBody;
730
+ this.internalUpdateRigidbodyProperties(rb, rigidBody);
731
+ this.getRigidbodyRelativeMatrix(collider.gameObject, rb.gameObject, _matrix);
732
+ collider[$colliderRigidbody] = rigidBody;
733
+ }
734
+ else {
735
+ const rigidBodyDesc = RAPIER.RigidBodyDesc.kinematicPositionBased();
736
+ const pos = getWorldPosition(collider.gameObject);
737
+ rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
738
+ rigidBodyDesc.setRotation(getWorldQuaternion(collider.gameObject));
739
+ rigidBody = this.world.createRigidBody(rigidBodyDesc);
740
+ _matrix.identity();
741
+ rigidBody[$componentKey] = null;
742
+ }
743
+ return rigidBody;
744
+ }
745
+ internal_getRigidbody(rb) {
746
+ if (rb.isCollider === true)
747
+ return rb[$colliderRigidbody];
748
+ return rb[$bodyKey];
749
+ }
750
+ internalUpdateColliderProperties(col, collider) {
751
+ const shape = collider.shape;
752
+ let sizeHasChanged = false;
753
+ switch (shape.type) {
754
+ // Sphere Collider
755
+ case ShapeType.Ball:
756
+ {
757
+ const ball = shape;
758
+ const sc = col;
759
+ const obj = col.gameObject;
760
+ const scale = getWorldScale(obj, this._tempPosition);
761
+ const radius = Math.abs(sc.radius * scale.x);
762
+ sizeHasChanged = ball.radius !== radius;
763
+ ball.radius = radius;
764
+ if (sizeHasChanged) {
765
+ collider.setShape(ball);
766
+ }
767
+ break;
768
+ }
769
+ case ShapeType.Cuboid:
770
+ const cuboid = shape;
771
+ const sc = col;
772
+ const newX = sc.size.x * 0.5;
773
+ const newY = sc.size.y * 0.5;
774
+ const newZ = sc.size.z * 0.5;
775
+ sizeHasChanged = cuboid.halfExtents.x !== newX || cuboid.halfExtents.y !== newY || cuboid.halfExtents.z !== newZ;
776
+ cuboid.halfExtents.x = newX;
777
+ cuboid.halfExtents.y = newY;
778
+ cuboid.halfExtents.z = newZ;
779
+ if (sizeHasChanged) {
780
+ collider.setShape(cuboid);
781
+ }
782
+ break;
783
+ }
784
+ if (sizeHasChanged) {
785
+ const rb = col.attachedRigidbody;
786
+ if (rb?.autoMass) {
787
+ const ph = this.getBody(rb);
788
+ ph?.recomputeMassPropertiesFromColliders();
789
+ }
790
+ }
791
+ }
792
+ internalUpdateRigidbodyProperties(rb, rigidbody) {
793
+ // continuous collision detection
794
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection
795
+ rigidbody.enableCcd(rb.collisionDetectionMode !== CollisionDetectionMode.Discrete);
796
+ rigidbody.setLinearDamping(rb.drag);
797
+ rigidbody.setAngularDamping(rb.angularDrag);
798
+ rigidbody.setGravityScale(rb.useGravity ? rb.gravityScale : 0, true);
799
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
800
+ if (rb.dominanceGroup <= 127 && rb.dominanceGroup >= -127)
801
+ rigidbody.setDominanceGroup(Math.floor(rb.dominanceGroup));
802
+ else
803
+ rigidbody.setDominanceGroup(0);
804
+ if (rb.autoMass) {
805
+ rigidbody.setAdditionalMass(0, false);
806
+ for (let i = 0; i < rigidbody.numColliders(); i++) {
807
+ const col = rigidbody.collider(i);
808
+ col.setDensity(1);
809
+ }
810
+ rigidbody.recomputeMassPropertiesFromColliders();
811
+ }
812
+ else {
813
+ rigidbody.setAdditionalMass(rb.mass, false);
814
+ for (let i = 0; i < rigidbody.numColliders(); i++) {
815
+ const col = rigidbody.collider(i);
816
+ col.setDensity(0.0000001);
817
+ }
818
+ rigidbody.recomputeMassPropertiesFromColliders();
819
+ }
820
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
821
+ // rigidbody.setAdditionalMass(rb.mass, true);
822
+ // for (let i = 0; i < rigidbody.numColliders(); i++) {
823
+ // const collider = rigidbody.collider(i);
824
+ // if (collider) {
825
+ // collider.setMass(rb.mass);
826
+ // // const density = rb.mass / collider.shape.computeMassProperties().mass;
827
+ // }
828
+ // }
829
+ // lock rotations
830
+ rigidbody.setEnabledRotations(!rb.lockRotationX, !rb.lockRotationY, !rb.lockRotationZ, true);
831
+ rigidbody.setEnabledTranslations(!rb.lockPositionX, !rb.lockPositionY, !rb.lockPositionZ, true);
832
+ if (rb.isKinematic) {
833
+ rigidbody.setBodyType(RAPIER.RigidBodyType.KinematicPositionBased);
834
+ }
835
+ else {
836
+ rigidbody.setBodyType(RAPIER.RigidBodyType.Dynamic);
837
+ }
838
+ }
839
+ // private _lastStepTime: number | undefined = 0;
840
+ lines;
841
+ step(dt) {
842
+ if (!this.world)
843
+ return;
844
+ if (!this.enabled)
845
+ return;
846
+ this._isUpdatingPhysicsWorld = true;
847
+ if (!this.eventQueue) {
848
+ this.eventQueue = new EventQueue(false);
849
+ }
850
+ if (dt) {
851
+ // if we make to sudden changes to the timestep the physics can get unstable
852
+ // https://rapier.rs/docs/user_guides/javascript/integration_parameters/#dt
853
+ this.world.timestep = Mathf.lerp(this.world.timestep, dt, 0.8);
854
+ }
855
+ this.world.step(this.eventQueue);
856
+ this._isUpdatingPhysicsWorld = false;
857
+ this.updateDebugRendering(this.world);
858
+ }
859
+ updateDebugRendering(world) {
860
+ if (debugPhysics || debugColliderPlacement || showColliders || this.debugRenderColliders === true) {
861
+ if (!this.lines) {
862
+ const material = new LineBasicMaterial({
863
+ color: 0x227700,
864
+ fog: false,
865
+ // vertexColors: THREE.VertexColors
866
+ });
867
+ const geometry = new BufferGeometry();
868
+ this.lines = new LineSegments(geometry, material);
869
+ this.lines.layers.disableAll();
870
+ this.lines.layers.enable(2);
871
+ }
872
+ if (this.lines.parent !== this.context?.scene)
873
+ this.context?.scene.add(this.lines);
874
+ const buffers = world.debugRender();
875
+ this.lines.geometry.setAttribute('position', new BufferAttribute(buffers.vertices, 3));
876
+ this.lines.geometry.setAttribute('color', new BufferAttribute(buffers.colors, 4));
877
+ }
878
+ else {
879
+ if (this.lines) {
880
+ this.context?.scene.remove(this.lines);
881
+ }
882
+ }
883
+ }
884
+ postStep() {
885
+ if (!this.world)
886
+ return;
887
+ if (!this.enabled)
888
+ return;
889
+ this._isUpdatingPhysicsWorld = true;
890
+ this.syncObjects();
891
+ this._isUpdatingPhysicsWorld = false;
892
+ if (this.eventQueue && !this.collisionHandler) {
893
+ this.collisionHandler = new PhysicsCollisionHandler(this.world, this.eventQueue);
894
+ }
895
+ if (this.collisionHandler) {
896
+ this.collisionHandler.handleCollisionEvents();
897
+ this.collisionHandler.update();
898
+ }
899
+ }
900
+ /** sync rendered objects with physics world (except for colliders without rigidbody) */
901
+ syncObjects() {
902
+ if (debugColliderPlacement)
903
+ return;
904
+ for (let i = 0; i < this.bodies.length; i++) {
905
+ const obj = this.objects[i];
906
+ const body = this.bodies[i];
907
+ // if the collider is not attached to a rigidbody
908
+ // it means that its kinematic so we need to update its position
909
+ const col = obj;
910
+ if (col?.isCollider === true && !col.attachedRigidbody) {
911
+ const rigidbody = body.parent();
912
+ if (rigidbody)
913
+ this.syncPhysicsBody(obj.gameObject, rigidbody, true, true);
914
+ else
915
+ this.syncPhysicsBody(obj.gameObject, body, true, true);
916
+ continue;
917
+ }
918
+ // sync
919
+ const pos = body.translation();
920
+ const rot = body.rotation();
921
+ if (Number.isNaN(pos.x) || Number.isNaN(rot.x)) {
922
+ if (!col["__COLLIDER_NAN"] && isDevEnvironment()) {
923
+ console.warn("Collider has NaN values", col.name, col.gameObject, body);
924
+ col["__COLLIDER_NAN"] = true;
925
+ }
926
+ continue;
927
+ }
928
+ // make sure to keep the collider offset
929
+ const center = obj["center"];
930
+ if (center && center.isVector3) {
931
+ this._tempQuaternion.set(rot.x, rot.y, rot.z, rot.w);
932
+ const offset = this._tempPosition.copy(center).applyQuaternion(this._tempQuaternion);
933
+ // const scale = getWorldScale(obj.gameObject);
934
+ // offset.multiply(scale);
935
+ pos.x -= offset.x;
936
+ pos.y -= offset.y;
937
+ pos.z -= offset.z;
938
+ }
939
+ setWorldPositionXYZ(obj.gameObject, pos.x, pos.y, pos.z);
940
+ setWorldQuaternionXYZW(obj.gameObject, rot.x, rot.y, rot.z, rot.w);
941
+ }
942
+ }
943
+ syncPhysicsBody(obj, body, translation, rotation) {
944
+ // const bodyType = body.bodyType();
945
+ // const previous = physicsBody.translation();
946
+ // const vel = physicsBody.linvel();
947
+ if (body instanceof RigidBody) {
948
+ const worldPosition = getWorldPosition(obj, this._tempPosition);
949
+ const worldQuaternion = getWorldQuaternion(obj, this._tempQuaternion);
950
+ const type = body.bodyType();
951
+ switch (type) {
952
+ case RigidBodyType.Fixed:
953
+ case RigidBodyType.KinematicPositionBased:
954
+ case RigidBodyType.KinematicVelocityBased:
955
+ if (translation)
956
+ body.setNextKinematicTranslation(worldPosition);
957
+ if (rotation)
958
+ body.setNextKinematicRotation(worldQuaternion);
959
+ break;
960
+ default:
961
+ if (translation)
962
+ body.setTranslation(worldPosition, false);
963
+ if (rotation)
964
+ body.setRotation(worldQuaternion, false);
965
+ break;
966
+ }
967
+ body.wakeUp();
968
+ }
969
+ else if (body instanceof Collider) {
970
+ const worldPosition = getWorldPosition(obj, this._tempPosition);
971
+ const worldQuaternion = getWorldQuaternion(obj, this._tempQuaternion);
972
+ const collider = body[$componentKey];
973
+ this.tryApplyCenter(collider, worldPosition);
974
+ if (translation)
975
+ body.setTranslation(worldPosition);
976
+ if (rotation)
977
+ body.setRotation(worldQuaternion);
978
+ }
979
+ // physicsBody.setBodyType(RAPIER.RigidBodyType.Fixed);
980
+ // physicsBody.setLinvel(vel, false);
981
+ // update velocity
982
+ // const pos = physicsBody.translation();
983
+ // pos.x -= previous.x;
984
+ // pos.y -= previous.y;
985
+ // pos.z -= previous.z;
986
+ // // threhold
987
+ // const t = 1;
988
+ // const canUpdateVelocity = Math.abs(pos.x) < t && Math.abs(pos.y) < t && Math.abs(pos.z) < t;
989
+ // if (canUpdateVelocity) {
990
+ // const damping = 1 + this.context.time.deltaTime;
991
+ // vel.x *= damping;
992
+ // vel.y *= damping;
993
+ // vel.z *= damping;
994
+ // vel.x += pos.x;
995
+ // vel.y += pos.y;
996
+ // vel.z += pos.z;
997
+ // console.log(vel);
998
+ // physicsBody.setLinvel(vel, true);
999
+ // }
1000
+ // else if(debugPhysics) console.warn("Movement exceeded threshold, not updating velocity", pos);
1001
+ // body.setBodyType(bodyType);
1002
+ }
1003
+ _tempCenterPos = new Vector3();
1004
+ _tempCenterVec = new Vector3();
1005
+ _tempCenterQuaternion = new Quaternion();
1006
+ tryApplyCenter(collider, targetVector) {
1007
+ const center = collider.center;
1008
+ if (center && collider.gameObject) {
1009
+ if (center.x !== 0 || center.y !== 0 || center.z !== 0) {
1010
+ // TODO: fix export of center in editor integrations so we dont have to flip here
1011
+ this._tempCenterPos.x = -center.x;
1012
+ this._tempCenterPos.y = center.y;
1013
+ this._tempCenterPos.z = center.z;
1014
+ getWorldScale(collider.gameObject, this._tempCenterVec);
1015
+ this._tempCenterPos.multiply(this._tempCenterVec);
1016
+ const rot = getWorldQuaternion(collider.gameObject, this._tempCenterQuaternion);
1017
+ this._tempCenterPos.applyQuaternion(rot);
1018
+ targetVector.x += this._tempCenterPos.x;
1019
+ targetVector.y += this._tempCenterPos.y;
1020
+ targetVector.z += this._tempCenterPos.z;
1021
+ }
1022
+ }
1023
+ }
1024
+ static _matricesBuffer = [];
1025
+ getRigidbodyRelativeMatrix(comp, rigidbody, mat, matrices) {
1026
+ // collect all matrices to the rigidbody and then build the rigidbody relative matrix
1027
+ if (matrices === undefined) {
1028
+ matrices = RapierPhysics._matricesBuffer;
1029
+ matrices.length = 0;
1030
+ }
1031
+ if (comp === rigidbody) {
1032
+ const scale = getWorldScale(comp, this._tempPosition);
1033
+ mat.makeScale(scale.x, scale.y, scale.z);
1034
+ for (let i = matrices.length - 1; i >= 0; i--) {
1035
+ mat.multiply(matrices[i]);
1036
+ }
1037
+ return mat;
1038
+ }
1039
+ matrices.push(comp.matrix);
1040
+ if (comp.parent) {
1041
+ this.getRigidbodyRelativeMatrix(comp.parent, rigidbody, mat, matrices);
1042
+ }
1043
+ return mat;
1044
+ }
1045
+ static centerConnectionPos = { x: 0, y: 0, z: 0 };
1046
+ static centerConnectionRot = { x: 0, y: 0, z: 0, w: 1 };
1047
+ addFixedJoint(body1, body2) {
1048
+ if (!this.world) {
1049
+ console.error("Physics world not initialized");
1050
+ return;
1051
+ }
1052
+ const b1 = body1[$bodyKey];
1053
+ const b2 = body2[$bodyKey];
1054
+ this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1055
+ this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1056
+ const params = JointData.fixed(RapierPhysics.centerConnectionPos, RapierPhysics.centerConnectionRot, this._tempPosition, this._tempQuaternion);
1057
+ const joint = this.world.createImpulseJoint(params, b1, b2, true);
1058
+ if (debugPhysics)
1059
+ console.log("ADD FIXED JOINT", joint);
1060
+ }
1061
+ /** The joint prevents any relative movement between two rigid-bodies, except for relative rotations along one axis. This is typically used to simulate wheels, fans, etc. They are characterized by one local anchor as well as one local axis on each rigid-body. */
1062
+ addHingeJoint(body1, body2, anchor, axis) {
1063
+ if (!this.world) {
1064
+ console.error("Physics world not initialized");
1065
+ return;
1066
+ }
1067
+ const b1 = body1[$bodyKey];
1068
+ const b2 = body2[$bodyKey];
1069
+ this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1070
+ this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1071
+ const params = RAPIER.JointData.revolute(anchor, this._tempPosition, axis);
1072
+ const joint = this.world.createImpulseJoint(params, b1, b2, true);
1073
+ if (debugPhysics)
1074
+ console.log("ADD HINGE JOINT", joint);
1075
+ }
1076
+ calculateJointRelativeMatrices(body1, body2, mat) {
1077
+ body1.updateWorldMatrix(true, false);
1078
+ body2.updateWorldMatrix(true, false);
1079
+ const world1 = body1.matrixWorld;
1080
+ const world2 = body2.matrixWorld;
1081
+ // set scale to 1
1082
+ world1.elements[0] = 1;
1083
+ world1.elements[5] = 1;
1084
+ world1.elements[10] = 1;
1085
+ world2.elements[0] = 1;
1086
+ world2.elements[5] = 1;
1087
+ world2.elements[10] = 1;
1088
+ mat.copy(world2).premultiply(world1.invert()).invert();
1089
+ }
1090
+ }
1091
+ /** responsible of processing collision events for the component system */
1092
+ class PhysicsCollisionHandler {
1093
+ world;
1094
+ eventQueue;
1095
+ constructor(world, eventQueue) {
1096
+ this.world = world;
1097
+ this.eventQueue = eventQueue;
1098
+ }
1099
+ activeCollisions = [];
1100
+ activeCollisionsStay = [];
1101
+ activeTriggers = [];
1102
+ handleCollisionEvents() {
1103
+ if (!this.eventQueue)
1104
+ return;
1105
+ if (!this.world)
1106
+ return;
1107
+ this.eventQueue.drainCollisionEvents((handle1, handle2, started) => {
1108
+ const col1 = this.world.getCollider(handle1);
1109
+ const col2 = this.world.getCollider(handle2);
1110
+ const colliderComponent1 = col1[$componentKey];
1111
+ const colliderComponent2 = col2[$componentKey];
1112
+ if (debugCollisions)
1113
+ console.log("EVT", colliderComponent1.name, colliderComponent2.name, started, col1, col2);
1114
+ if (colliderComponent1 && colliderComponent2) {
1115
+ if (started) {
1116
+ this.onCollisionStarted(colliderComponent1, col1, colliderComponent2, col2);
1117
+ this.onCollisionStarted(colliderComponent2, col2, colliderComponent1, col1);
1118
+ }
1119
+ else {
1120
+ this.onCollisionEnded(colliderComponent1, colliderComponent2);
1121
+ this.onCollisionEnded(colliderComponent2, colliderComponent1);
1122
+ }
1123
+ }
1124
+ });
1125
+ }
1126
+ update() {
1127
+ this.onHandleCollisionStay();
1128
+ }
1129
+ onCollisionStarted(self, selfBody, other, otherBody) {
1130
+ let collision = null;
1131
+ // if one is a trigger we dont get collisions but want to raise the trigger events
1132
+ if (self.isTrigger || other.isTrigger) {
1133
+ foreachComponent(self.gameObject, (c) => {
1134
+ if (c.onTriggerEnter && !c.destroyed) {
1135
+ c.onTriggerEnter(other);
1136
+ }
1137
+ this.activeTriggers.push({ collider: self, component: c, otherCollider: other });
1138
+ });
1139
+ }
1140
+ else {
1141
+ const object = self.gameObject;
1142
+ // TODO: we dont respect the flip value here!
1143
+ this.world.contactPair(selfBody, otherBody, (manifold, _flipped) => {
1144
+ foreachComponent(object, (c) => {
1145
+ if (c.destroyed)
1146
+ return;
1147
+ const hasDeclaredEventMethod = c.onCollisionEnter || c.onCollisionStay || c.onCollisionExit;
1148
+ if (hasDeclaredEventMethod || debugCollisions) {
1149
+ if (!collision) {
1150
+ const contacts = [];
1151
+ const normal = manifold.normal();
1152
+ for (let i = 0; i < manifold.numSolverContacts(); i++) {
1153
+ // solver points are in world space
1154
+ // https://rapier.rs/docs/user_guides/javascript/advanced_collision_detection_js#the-contact-graph
1155
+ const pt = manifold.solverContactPoint(i);
1156
+ const impulse = manifold.contactImpulse(i);
1157
+ if (pt) {
1158
+ const dist = manifold.contactDist(i);
1159
+ const friction = manifold.solverContactFriction(i);
1160
+ const tangentVelocity = manifold.solverContactTangentVelocity(i);
1161
+ const contact = new ContactPoint(pt, dist, normal, impulse, friction, tangentVelocity);
1162
+ contacts.push(contact);
1163
+ if (debugCollisions) {
1164
+ Gizmos.DrawDirection(pt, normal, 0xff0000, 3, true);
1165
+ }
1166
+ }
1167
+ }
1168
+ collision = new Collision(object, other, contacts);
1169
+ }
1170
+ // we only need to keep track if any event exists
1171
+ if (hasDeclaredEventMethod) {
1172
+ const info = { collider: self, component: c, collision };
1173
+ this.activeCollisions.push(info);
1174
+ if (c.onCollisionStay) {
1175
+ this.activeCollisionsStay.push(info);
1176
+ }
1177
+ c.onCollisionEnter?.call(c, collision);
1178
+ }
1179
+ }
1180
+ });
1181
+ });
1182
+ }
1183
+ }
1184
+ onHandleCollisionStay() {
1185
+ for (const active of this.activeCollisionsStay) {
1186
+ const c = active.component;
1187
+ if (c.destroyed)
1188
+ continue;
1189
+ if (c.activeAndEnabled && c.onCollisionStay) {
1190
+ if (active.collision.collider.destroyed)
1191
+ continue;
1192
+ const arg = active.collision;
1193
+ c.onCollisionStay(arg);
1194
+ }
1195
+ }
1196
+ for (const active of this.activeTriggers) {
1197
+ const c = active.component;
1198
+ if (c.destroyed)
1199
+ continue;
1200
+ if (c.activeAndEnabled && c.onTriggerStay) {
1201
+ const arg = active.otherCollider;
1202
+ if (arg.destroyed)
1203
+ continue;
1204
+ c.onTriggerStay(arg);
1205
+ }
1206
+ }
1207
+ }
1208
+ onCollisionEnded(self, other) {
1209
+ if (self.destroyed || other.destroyed)
1210
+ return;
1211
+ for (let i = 0; i < this.activeCollisions.length; i++) {
1212
+ const active = this.activeCollisions[i];
1213
+ const collider = active.collider;
1214
+ if (collider.destroyed || active.collision.collider.destroyed) {
1215
+ this.activeCollisions.splice(i, 1);
1216
+ i--;
1217
+ continue;
1218
+ }
1219
+ if (collider === self && active.collision.collider === other) {
1220
+ const c = active.component;
1221
+ this.activeCollisions.splice(i, 1);
1222
+ i--;
1223
+ if (c.activeAndEnabled && c.onCollisionExit) {
1224
+ const collision = active.collision;
1225
+ c.onCollisionExit(collision);
1226
+ }
1227
+ }
1228
+ }
1229
+ for (let i = 0; i < this.activeCollisionsStay.length; i++) {
1230
+ const active = this.activeCollisionsStay[i];
1231
+ const collider = active.collider;
1232
+ if (collider.destroyed || active.collision.collider.destroyed) {
1233
+ this.activeCollisionsStay.splice(i, 1);
1234
+ i--;
1235
+ continue;
1236
+ }
1237
+ if (collider === self && active.collision.collider === other) {
1238
+ const c = active.component;
1239
+ this.activeCollisionsStay.splice(i, 1);
1240
+ i--;
1241
+ if (c.activeAndEnabled && c.onCollisionExit) {
1242
+ const collision = active.collision;
1243
+ c.onCollisionExit(collision);
1244
+ }
1245
+ }
1246
+ }
1247
+ for (let i = 0; i < this.activeTriggers.length; i++) {
1248
+ const active = this.activeTriggers[i];
1249
+ const collider = active.collider;
1250
+ if (collider.destroyed || active.otherCollider.destroyed) {
1251
+ this.activeTriggers.splice(i, 1);
1252
+ i--;
1253
+ continue;
1254
+ }
1255
+ if (collider === self && active.otherCollider === other) {
1256
+ const c = active.component;
1257
+ this.activeTriggers.splice(i, 1);
1258
+ i--;
1259
+ if (c.activeAndEnabled && c.onTriggerExit) {
1260
+ const collision = active.otherCollider;
1261
+ c.onTriggerExit(collision);
1262
+ }
1263
+ }
1264
+ }
1265
+ }
1266
+ }
1267
1267
  //# sourceMappingURL=engine_physics_rapier.js.map