@needle-tools/engine 3.28.7-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 (849) hide show
  1. package/CHANGELOG.md +2259 -2256
  2. package/LICENSE.md +10 -10
  3. package/README.md +52 -52
  4. package/dist/needle-engine.js +9 -12
  5. package/dist/needle-engine.light.js +9 -12
  6. package/dist/needle-engine.light.min.js +8 -11
  7. package/dist/needle-engine.light.umd.cjs +8 -11
  8. package/dist/needle-engine.min.js +8 -11
  9. package/dist/needle-engine.umd.cjs +8 -11
  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/AnimatorController.js.map +1 -1
  211. package/lib/engine-components/AudioListener.d.ts +7 -7
  212. package/lib/engine-components/AudioListener.js +30 -30
  213. package/lib/engine-components/AudioSource.d.ts +61 -61
  214. package/lib/engine-components/AudioSource.js +422 -422
  215. package/lib/engine-components/AvatarLoader.d.ts +19 -19
  216. package/lib/engine-components/AvatarLoader.js +173 -173
  217. package/lib/engine-components/AxesHelper.d.ts +9 -9
  218. package/lib/engine-components/AxesHelper.js +44 -44
  219. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  220. package/lib/engine-components/BasicIKConstraint.js +43 -43
  221. package/lib/engine-components/BoxHelperComponent.d.ts +16 -16
  222. package/lib/engine-components/BoxHelperComponent.js +89 -89
  223. package/lib/engine-components/Camera.d.ts +70 -70
  224. package/lib/engine-components/Camera.js +450 -450
  225. package/lib/engine-components/CameraUtils.d.ts +1 -1
  226. package/lib/engine-components/CameraUtils.js +77 -77
  227. package/lib/engine-components/CharacterController.d.ts +46 -46
  228. package/lib/engine-components/CharacterController.js +227 -227
  229. package/lib/engine-components/Collider.d.ts +46 -46
  230. package/lib/engine-components/Collider.js +153 -153
  231. package/lib/engine-components/Component.d.ts +228 -228
  232. package/lib/engine-components/Component.js +541 -541
  233. package/lib/engine-components/ContactShadows.d.ts +23 -23
  234. package/lib/engine-components/ContactShadows.js +233 -233
  235. package/lib/engine-components/DeleteBox.d.ts +9 -9
  236. package/lib/engine-components/DeleteBox.js +30 -30
  237. package/lib/engine-components/DeviceFlag.d.ts +12 -12
  238. package/lib/engine-components/DeviceFlag.js +43 -43
  239. package/lib/engine-components/DragControls.d.ts +51 -51
  240. package/lib/engine-components/DragControls.js +516 -516
  241. package/lib/engine-components/DropListener.d.ts +15 -15
  242. package/lib/engine-components/DropListener.js +120 -120
  243. package/lib/engine-components/Duplicatable.d.ts +16 -16
  244. package/lib/engine-components/Duplicatable.js +150 -150
  245. package/lib/engine-components/EventList.d.ts +28 -28
  246. package/lib/engine-components/EventList.js +105 -105
  247. package/lib/engine-components/EventTrigger.d.ts +12 -12
  248. package/lib/engine-components/EventTrigger.js +50 -50
  249. package/lib/engine-components/EventType.d.ts +19 -19
  250. package/lib/engine-components/EventType.js +71 -71
  251. package/lib/engine-components/FlyControls.d.ts +7 -7
  252. package/lib/engine-components/FlyControls.js +25 -25
  253. package/lib/engine-components/Fog.d.ts +20 -20
  254. package/lib/engine-components/Fog.js +60 -60
  255. package/lib/engine-components/Gizmos.d.ts +12 -12
  256. package/lib/engine-components/Gizmos.js +60 -60
  257. package/lib/engine-components/GridHelper.d.ts +12 -12
  258. package/lib/engine-components/GridHelper.js +47 -47
  259. package/lib/engine-components/GroundProjection.d.ts +21 -21
  260. package/lib/engine-components/GroundProjection.js +97 -97
  261. package/lib/engine-components/Interactable.d.ts +10 -10
  262. package/lib/engine-components/Interactable.js +11 -11
  263. package/lib/engine-components/Joints.d.ts +19 -19
  264. package/lib/engine-components/Joints.js +51 -51
  265. package/lib/engine-components/LODGroup.d.ts +30 -30
  266. package/lib/engine-components/LODGroup.js +145 -145
  267. package/lib/engine-components/Light.d.ts +75 -75
  268. package/lib/engine-components/Light.js +475 -475
  269. package/lib/engine-components/LookAtConstraint.d.ts +7 -7
  270. package/lib/engine-components/LookAtConstraint.js +17 -17
  271. package/lib/engine-components/NestedGltf.d.ts +11 -11
  272. package/lib/engine-components/NestedGltf.js +74 -74
  273. package/lib/engine-components/Networking.d.ts +11 -11
  274. package/lib/engine-components/Networking.js +70 -70
  275. package/lib/engine-components/OffsetConstraint.d.ts +14 -14
  276. package/lib/engine-components/OffsetConstraint.js +65 -65
  277. package/lib/engine-components/OrbitControls.d.ts +111 -111
  278. package/lib/engine-components/OrbitControls.js +646 -646
  279. package/lib/engine-components/ParticleSystem.d.ts +145 -145
  280. package/lib/engine-components/ParticleSystem.js +1077 -1077
  281. package/lib/engine-components/ParticleSystemModules.d.ts +489 -489
  282. package/lib/engine-components/ParticleSystemModules.js +1667 -1667
  283. package/lib/engine-components/ParticleSystemSubEmitter.d.ts +25 -25
  284. package/lib/engine-components/ParticleSystemSubEmitter.js +86 -86
  285. package/lib/engine-components/PlayerColor.d.ts +13 -13
  286. package/lib/engine-components/PlayerColor.js +83 -83
  287. package/lib/engine-components/ReflectionProbe.d.ts +22 -22
  288. package/lib/engine-components/ReflectionProbe.js +181 -181
  289. package/lib/engine-components/Renderer.d.ts +112 -112
  290. package/lib/engine-components/Renderer.js +1029 -1029
  291. package/lib/engine-components/RendererLightmap.d.ts +19 -19
  292. package/lib/engine-components/RendererLightmap.js +127 -127
  293. package/lib/engine-components/RigidBody.d.ts +120 -120
  294. package/lib/engine-components/RigidBody.js +452 -452
  295. package/lib/engine-components/SceneSwitcher.d.ts +72 -72
  296. package/lib/engine-components/SceneSwitcher.js +583 -583
  297. package/lib/engine-components/ScreenCapture.d.ts +64 -64
  298. package/lib/engine-components/ScreenCapture.js +405 -405
  299. package/lib/engine-components/ShadowCatcher.d.ts +18 -18
  300. package/lib/engine-components/ShadowCatcher.js +144 -144
  301. package/lib/engine-components/Skybox.d.ts +23 -23
  302. package/lib/engine-components/Skybox.js +287 -287
  303. package/lib/engine-components/SmoothFollow.d.ts +14 -14
  304. package/lib/engine-components/SmoothFollow.js +63 -63
  305. package/lib/engine-components/SpatialTrigger.d.ts +27 -27
  306. package/lib/engine-components/SpatialTrigger.js +144 -144
  307. package/lib/engine-components/SpectatorCamera.d.ts +45 -45
  308. package/lib/engine-components/SpectatorCamera.js +593 -593
  309. package/lib/engine-components/SpriteRenderer.d.ts +48 -48
  310. package/lib/engine-components/SpriteRenderer.js +257 -257
  311. package/lib/engine-components/SyncedCamera.d.ts +27 -27
  312. package/lib/engine-components/SyncedCamera.js +187 -187
  313. package/lib/engine-components/SyncedRoom.d.ts +24 -24
  314. package/lib/engine-components/SyncedRoom.js +162 -162
  315. package/lib/engine-components/SyncedTransform.d.ts +35 -35
  316. package/lib/engine-components/SyncedTransform.js +265 -265
  317. package/lib/engine-components/TestRunner.d.ts +13 -13
  318. package/lib/engine-components/TestRunner.js +99 -99
  319. package/lib/engine-components/TransformGizmo.d.ts +16 -16
  320. package/lib/engine-components/TransformGizmo.js +148 -148
  321. package/lib/engine-components/VideoPlayer.d.ts +86 -86
  322. package/lib/engine-components/VideoPlayer.js +792 -792
  323. package/lib/engine-components/Voip.d.ts +29 -29
  324. package/lib/engine-components/Voip.js +203 -203
  325. package/lib/engine-components/XRFlag.d.ts +33 -33
  326. package/lib/engine-components/XRFlag.js +128 -128
  327. package/lib/engine-components/api.d.ts +15 -15
  328. package/lib/engine-components/api.js +15 -15
  329. package/lib/engine-components/avatar/AvatarBlink_Simple.d.ts +10 -10
  330. package/lib/engine-components/avatar/AvatarBlink_Simple.js +75 -75
  331. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.d.ts +13 -13
  332. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.js +74 -74
  333. package/lib/engine-components/avatar/Avatar_Brain_LookAt.d.ts +27 -27
  334. package/lib/engine-components/avatar/Avatar_Brain_LookAt.js +119 -119
  335. package/lib/engine-components/avatar/Avatar_MouthShapes.d.ts +13 -13
  336. package/lib/engine-components/avatar/Avatar_MouthShapes.js +78 -78
  337. package/lib/engine-components/avatar/Avatar_MustacheShake.d.ts +8 -8
  338. package/lib/engine-components/avatar/Avatar_MustacheShake.js +28 -28
  339. package/lib/engine-components/codegen/components.d.ts +216 -216
  340. package/lib/engine-components/codegen/components.js +217 -217
  341. package/lib/engine-components/debug/LogStats.d.ts +5 -5
  342. package/lib/engine-components/debug/LogStats.js +18 -18
  343. package/lib/engine-components/export/gltf/GltfExport.d.ts +25 -25
  344. package/lib/engine-components/export/gltf/GltfExport.js +215 -215
  345. package/lib/engine-components/export/index.d.ts +1 -1
  346. package/lib/engine-components/export/index.js +1 -1
  347. package/lib/engine-components/export/usdz/Extension.d.ts +10 -10
  348. package/lib/engine-components/export/usdz/Extension.js +1 -1
  349. package/lib/engine-components/export/usdz/ThreeUSDZExporter.d.ts +114 -114
  350. package/lib/engine-components/export/usdz/ThreeUSDZExporter.js +1211 -1211
  351. package/lib/engine-components/export/usdz/USDZExporter.d.ts +59 -59
  352. package/lib/engine-components/export/usdz/USDZExporter.js +450 -450
  353. package/lib/engine-components/export/usdz/extensions/Animation.d.ts +69 -69
  354. package/lib/engine-components/export/usdz/extensions/Animation.js +650 -650
  355. package/lib/engine-components/export/usdz/extensions/DocumentExtension.d.ts +5 -5
  356. package/lib/engine-components/export/usdz/extensions/DocumentExtension.js +6 -6
  357. package/lib/engine-components/export/usdz/extensions/USDZText.d.ts +55 -55
  358. package/lib/engine-components/export/usdz/extensions/USDZText.js +246 -246
  359. package/lib/engine-components/export/usdz/extensions/USDZUI.d.ts +8 -8
  360. package/lib/engine-components/export/usdz/extensions/USDZUI.js +100 -100
  361. package/lib/engine-components/export/usdz/extensions/behavior/Actions.d.ts +30 -30
  362. package/lib/engine-components/export/usdz/extensions/behavior/Actions.js +88 -88
  363. package/lib/engine-components/export/usdz/extensions/behavior/AudioExtension.d.ts +9 -9
  364. package/lib/engine-components/export/usdz/extensions/behavior/AudioExtension.js +52 -52
  365. package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.d.ts +22 -22
  366. package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.js +134 -134
  367. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.d.ts +126 -126
  368. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js +824 -824
  369. package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.d.ts +133 -133
  370. package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.js +464 -464
  371. package/lib/engine-components/export/usdz/index.d.ts +3 -3
  372. package/lib/engine-components/export/usdz/index.js +2 -2
  373. package/lib/engine-components/export/usdz/utils/animationutils.d.ts +3 -3
  374. package/lib/engine-components/export/usdz/utils/animationutils.js +85 -85
  375. package/lib/engine-components/export/usdz/utils/quicklook.d.ts +2 -2
  376. package/lib/engine-components/export/usdz/utils/quicklook.js +35 -35
  377. package/lib/engine-components/export/usdz/utils/timeutils.d.ts +1 -1
  378. package/lib/engine-components/export/usdz/utils/timeutils.js +14 -14
  379. package/lib/engine-components/js-extensions/ExtensionUtils.d.ts +6 -6
  380. package/lib/engine-components/js-extensions/ExtensionUtils.js +65 -65
  381. package/lib/engine-components/js-extensions/Object3D.d.ts +2 -2
  382. package/lib/engine-components/js-extensions/Object3D.js +140 -140
  383. package/lib/engine-components/js-extensions/RGBAColor.d.ts +14 -14
  384. package/lib/engine-components/js-extensions/RGBAColor.js +49 -49
  385. package/lib/engine-components/js-extensions/index.d.ts +3 -3
  386. package/lib/engine-components/js-extensions/index.js +3 -3
  387. package/lib/engine-components/postprocessing/Effects/Antialiasing.d.ts +13 -13
  388. package/lib/engine-components/postprocessing/Effects/Antialiasing.js +45 -45
  389. package/lib/engine-components/postprocessing/Effects/Bloom.d.ts +12 -12
  390. package/lib/engine-components/postprocessing/Effects/Bloom.js +77 -77
  391. package/lib/engine-components/postprocessing/Effects/ChromaticAberration.d.ts +8 -8
  392. package/lib/engine-components/postprocessing/Effects/ChromaticAberration.js +38 -38
  393. package/lib/engine-components/postprocessing/Effects/ColorAdjustments.d.ts +12 -12
  394. package/lib/engine-components/postprocessing/Effects/ColorAdjustments.js +81 -81
  395. package/lib/engine-components/postprocessing/Effects/DepthOfField.d.ts +21 -21
  396. package/lib/engine-components/postprocessing/Effects/DepthOfField.js +97 -97
  397. package/lib/engine-components/postprocessing/Effects/Pixelation.d.ts +7 -7
  398. package/lib/engine-components/postprocessing/Effects/Pixelation.js +28 -28
  399. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.d.ts +13 -13
  400. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.js +86 -86
  401. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.d.ts +24 -24
  402. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.js +94 -94
  403. package/lib/engine-components/postprocessing/Effects/TiltShiftEffect.d.ts +13 -13
  404. package/lib/engine-components/postprocessing/Effects/TiltShiftEffect.js +62 -62
  405. package/lib/engine-components/postprocessing/Effects/Tonemapping.d.ts +16 -16
  406. package/lib/engine-components/postprocessing/Effects/Tonemapping.js +51 -51
  407. package/lib/engine-components/postprocessing/Effects/Vignette.d.ts +11 -11
  408. package/lib/engine-components/postprocessing/Effects/Vignette.js +56 -56
  409. package/lib/engine-components/postprocessing/PostProcessingEffect.d.ts +33 -33
  410. package/lib/engine-components/postprocessing/PostProcessingEffect.js +126 -126
  411. package/lib/engine-components/postprocessing/PostProcessingHandler.d.ts +22 -22
  412. package/lib/engine-components/postprocessing/PostProcessingHandler.js +201 -201
  413. package/lib/engine-components/postprocessing/Volume.d.ts +25 -25
  414. package/lib/engine-components/postprocessing/Volume.js +193 -193
  415. package/lib/engine-components/postprocessing/VolumeParameter.d.ts +22 -22
  416. package/lib/engine-components/postprocessing/VolumeParameter.js +80 -80
  417. package/lib/engine-components/postprocessing/VolumeProfile.d.ts +7 -7
  418. package/lib/engine-components/postprocessing/VolumeProfile.js +41 -41
  419. package/lib/engine-components/postprocessing/index.d.ts +4 -4
  420. package/lib/engine-components/postprocessing/index.js +4 -4
  421. package/lib/engine-components/timeline/PlayableDirector.d.ts +107 -107
  422. package/lib/engine-components/timeline/PlayableDirector.js +624 -624
  423. package/lib/engine-components/timeline/SignalAsset.d.ts +18 -18
  424. package/lib/engine-components/timeline/SignalAsset.js +124 -124
  425. package/lib/engine-components/timeline/TimelineModels.d.ts +88 -88
  426. package/lib/engine-components/timeline/TimelineModels.js +22 -22
  427. package/lib/engine-components/timeline/TimelineTracks.d.ts +90 -90
  428. package/lib/engine-components/timeline/TimelineTracks.js +825 -825
  429. package/lib/engine-components/timeline/index.d.ts +4 -4
  430. package/lib/engine-components/timeline/index.js +3 -3
  431. package/lib/engine-components/ui/BaseUIComponent.d.ts +31 -31
  432. package/lib/engine-components/ui/BaseUIComponent.js +161 -161
  433. package/lib/engine-components/ui/Button.d.ts +56 -56
  434. package/lib/engine-components/ui/Button.js +282 -282
  435. package/lib/engine-components/ui/Canvas.d.ts +67 -67
  436. package/lib/engine-components/ui/Canvas.js +382 -382
  437. package/lib/engine-components/ui/CanvasGroup.d.ts +15 -15
  438. package/lib/engine-components/ui/CanvasGroup.js +53 -53
  439. package/lib/engine-components/ui/EventSystem.d.ts +102 -102
  440. package/lib/engine-components/ui/EventSystem.js +641 -641
  441. package/lib/engine-components/ui/Graphic.d.ts +45 -45
  442. package/lib/engine-components/ui/Graphic.js +236 -236
  443. package/lib/engine-components/ui/Image.d.ts +27 -27
  444. package/lib/engine-components/ui/Image.js +107 -107
  445. package/lib/engine-components/ui/InputField.d.ts +34 -34
  446. package/lib/engine-components/ui/InputField.js +234 -234
  447. package/lib/engine-components/ui/Interfaces.d.ts +38 -38
  448. package/lib/engine-components/ui/Interfaces.js +12 -12
  449. package/lib/engine-components/ui/Layout.d.ts +72 -72
  450. package/lib/engine-components/ui/Layout.js +318 -318
  451. package/lib/engine-components/ui/Outline.d.ts +7 -7
  452. package/lib/engine-components/ui/Outline.js +20 -20
  453. package/lib/engine-components/ui/PointerEvents.d.ts +64 -64
  454. package/lib/engine-components/ui/PointerEvents.js +68 -68
  455. package/lib/engine-components/ui/RaycastUtils.d.ts +11 -11
  456. package/lib/engine-components/ui/RaycastUtils.js +67 -67
  457. package/lib/engine-components/ui/Raycaster.d.ts +18 -18
  458. package/lib/engine-components/ui/Raycaster.js +69 -69
  459. package/lib/engine-components/ui/RectTransform.d.ts +61 -61
  460. package/lib/engine-components/ui/RectTransform.js +343 -343
  461. package/lib/engine-components/ui/SpatialHtml.d.ts +6 -6
  462. package/lib/engine-components/ui/SpatialHtml.js +57 -57
  463. package/lib/engine-components/ui/Text.d.ts +74 -74
  464. package/lib/engine-components/ui/Text.js +534 -534
  465. package/lib/engine-components/ui/Utils.d.ts +23 -23
  466. package/lib/engine-components/ui/Utils.js +90 -90
  467. package/lib/engine-components/ui/index.d.ts +1 -1
  468. package/lib/engine-components/ui/index.js +1 -1
  469. package/lib/engine-components/utils/LookAt.d.ts +13 -13
  470. package/lib/engine-components/utils/LookAt.js +59 -59
  471. package/lib/engine-components/utils/OpenURL.d.ts +21 -21
  472. package/lib/engine-components/utils/OpenURL.js +124 -124
  473. package/lib/engine-components/webxr/WebARCameraBackground.d.ts +19 -19
  474. package/lib/engine-components/webxr/WebARCameraBackground.js +193 -193
  475. package/lib/engine-components/webxr/WebARSessionRoot.d.ts +38 -38
  476. package/lib/engine-components/webxr/WebARSessionRoot.js +407 -407
  477. package/lib/engine-components/webxr/WebXR.d.ts +110 -110
  478. package/lib/engine-components/webxr/WebXR.js +672 -672
  479. package/lib/engine-components/webxr/WebXRAvatar.d.ts +61 -61
  480. package/lib/engine-components/webxr/WebXRAvatar.js +289 -289
  481. package/lib/engine-components/webxr/WebXRController.d.ts +154 -154
  482. package/lib/engine-components/webxr/WebXRController.js +1028 -1028
  483. package/lib/engine-components/webxr/WebXRGrabRendering.d.ts +42 -42
  484. package/lib/engine-components/webxr/WebXRGrabRendering.js +137 -137
  485. package/lib/engine-components/webxr/WebXRImageTracking.d.ts +49 -49
  486. package/lib/engine-components/webxr/WebXRImageTracking.js +336 -336
  487. package/lib/engine-components/webxr/WebXRPlaneTracking.d.ts +49 -49
  488. package/lib/engine-components/webxr/WebXRPlaneTracking.js +372 -372
  489. package/lib/engine-components/webxr/WebXRRig.d.ts +4 -4
  490. package/lib/engine-components/webxr/WebXRRig.js +19 -19
  491. package/lib/engine-components/webxr/WebXRSync.d.ts +54 -54
  492. package/lib/engine-components/webxr/WebXRSync.js +410 -410
  493. package/lib/engine-components/webxr/index.d.ts +4 -4
  494. package/lib/engine-components/webxr/index.js +4 -4
  495. package/lib/engine-components-experimental/Presentation.d.ts +6 -6
  496. package/lib/engine-components-experimental/Presentation.js +9 -9
  497. package/lib/engine-components-experimental/api.d.ts +1 -1
  498. package/lib/engine-components-experimental/api.js +1 -1
  499. package/lib/engine-components-experimental/networking/PlayerSync.d.ts +50 -50
  500. package/lib/engine-components-experimental/networking/PlayerSync.js +200 -200
  501. package/lib/engine-schemes/api.d.ts +1 -1
  502. package/lib/engine-schemes/api.js +1 -1
  503. package/lib/engine-schemes/schemes.d.ts +7 -7
  504. package/lib/engine-schemes/schemes.js +19 -19
  505. package/lib/engine-schemes/synced-camera-model.d.ts +25 -25
  506. package/lib/engine-schemes/synced-camera-model.js +67 -67
  507. package/lib/engine-schemes/synced-transform-model.d.ts +31 -31
  508. package/lib/engine-schemes/synced-transform-model.js +66 -66
  509. package/lib/engine-schemes/transform.d.ts +12 -12
  510. package/lib/engine-schemes/transform.js +39 -39
  511. package/lib/engine-schemes/vec3.d.ts +11 -11
  512. package/lib/engine-schemes/vec3.js +29 -29
  513. package/lib/engine-schemes/vec4.d.ts +12 -12
  514. package/lib/engine-schemes/vec4.js +33 -33
  515. package/lib/engine-schemes/vr-user-state-buffer.d.ts +36 -36
  516. package/lib/engine-schemes/vr-user-state-buffer.js +103 -103
  517. package/lib/include/three/ARButton.d.ts +3 -3
  518. package/lib/include/three/ARButton.js +151 -151
  519. package/lib/include/three/EXT_mesh_gpu_instancing_exporter.d.ts +6 -6
  520. package/lib/include/three/EXT_mesh_gpu_instancing_exporter.js +45 -45
  521. package/lib/include/three/VRButton.d.ts +5 -5
  522. package/lib/include/three/VRButton.js +118 -118
  523. package/lib/needle-engine.d.ts +6 -6
  524. package/lib/needle-engine.js +49 -49
  525. package/package.json +1 -1
  526. package/plugins/common/config.cjs +14 -14
  527. package/plugins/common/config.js +19 -19
  528. package/plugins/common/generator.js +10 -10
  529. package/plugins/common/license.cjs +30 -30
  530. package/plugins/common/version.js +11 -11
  531. package/plugins/next/license.cjs +4 -4
  532. package/plugins/next/next.js +70 -70
  533. package/plugins/types/index.d.ts +1 -1
  534. package/plugins/types/needleConfig.d.ts +21 -21
  535. package/plugins/types/userconfig.d.ts +42 -42
  536. package/plugins/vite/alias.js +70 -70
  537. package/plugins/vite/build.js +19 -19
  538. package/plugins/vite/config.js +73 -73
  539. package/plugins/vite/copyfiles.js +134 -134
  540. package/plugins/vite/defines.js +45 -45
  541. package/plugins/vite/dependency-watcher.js +224 -224
  542. package/plugins/vite/drop-client.js +76 -76
  543. package/plugins/vite/drop.js +82 -82
  544. package/plugins/vite/editor-connection.js +121 -121
  545. package/plugins/vite/facebook-instant-games.js +99 -99
  546. package/plugins/vite/gzip.js +5 -5
  547. package/plugins/vite/imports-logger.js +143 -143
  548. package/plugins/vite/index.js +81 -81
  549. package/plugins/vite/license.js +42 -42
  550. package/plugins/vite/meta.js +149 -149
  551. package/plugins/vite/peer.js +31 -31
  552. package/plugins/vite/poster-client.js +59 -59
  553. package/plugins/vite/poster.js +73 -73
  554. package/plugins/vite/reload-client.js +15 -15
  555. package/plugins/vite/reload.js +363 -363
  556. package/plugins/vite/transform-codegen.js +55 -55
  557. package/plugins/vite/vite-4.4-hack.js +31 -31
  558. package/src/engine/api.ts +54 -54
  559. package/src/engine/assets/index.ts +4 -4
  560. package/src/engine/codegen/register_types.ts +441 -441
  561. package/src/engine/debug/debug.ts +29 -29
  562. package/src/engine/debug/debug_console.ts +213 -213
  563. package/src/engine/debug/debug_overlay.ts +283 -283
  564. package/src/engine/engine.ts +13 -13
  565. package/src/engine/engine_addressables.ts +494 -494
  566. package/src/engine/engine_application.ts +53 -53
  567. package/src/engine/engine_assetdatabase.ts +383 -383
  568. package/src/engine/engine_camera.ts +32 -32
  569. package/src/engine/engine_components.ts +266 -266
  570. package/src/engine/engine_components_internal.ts +42 -42
  571. package/src/engine/engine_constants.ts +42 -42
  572. package/src/engine/engine_context.ts +1386 -1386
  573. package/src/engine/engine_context_registry.ts +103 -103
  574. package/src/engine/engine_coroutine.ts +24 -24
  575. package/src/engine/engine_create_objects.ts +39 -39
  576. package/src/engine/engine_default_parameters.ts +3 -3
  577. package/src/engine/engine_editor-sync.ts +29 -29
  578. package/src/engine/engine_element.ts +592 -592
  579. package/src/engine/engine_element_attributes.ts +61 -61
  580. package/src/engine/engine_element_extras.ts +16 -16
  581. package/src/engine/engine_element_loading.ts +341 -341
  582. package/src/engine/engine_element_overlay.ts +160 -160
  583. package/src/engine/engine_fileloader.js +8 -8
  584. package/src/engine/engine_gameobject.ts +621 -621
  585. package/src/engine/engine_generic_utils.js +13 -13
  586. package/src/engine/engine_gizmos.ts +321 -321
  587. package/src/engine/engine_gltf.ts +30 -30
  588. package/src/engine/engine_gltf_builtin_components.ts +350 -350
  589. package/src/engine/engine_hot_reload.ts +196 -196
  590. package/src/engine/engine_input.ts +879 -879
  591. package/src/engine/engine_input_utils.ts +23 -23
  592. package/src/engine/engine_instancing.ts +42 -42
  593. package/src/engine/engine_license.ts +413 -413
  594. package/src/engine/engine_lifecycle_api.ts +29 -29
  595. package/src/engine/engine_lifecycle_functions_internal.ts +36 -36
  596. package/src/engine/engine_lightdata.ts +113 -113
  597. package/src/engine/engine_loaders.ts +77 -77
  598. package/src/engine/engine_mainloop_utils.ts +431 -431
  599. package/src/engine/engine_math.ts +174 -174
  600. package/src/engine/engine_networking.ts +742 -742
  601. package/src/engine/engine_networking_auto.ts +373 -373
  602. package/src/engine/engine_networking_files.ts +206 -206
  603. package/src/engine/engine_networking_files_default_components.ts +54 -54
  604. package/src/engine/engine_networking_instantiate.ts +362 -362
  605. package/src/engine/engine_networking_peer.ts +158 -158
  606. package/src/engine/engine_networking_streams.ts +489 -489
  607. package/src/engine/engine_networking_types.ts +18 -18
  608. package/src/engine/engine_networking_utils.ts +23 -23
  609. package/src/engine/engine_networking_websocket.ts +2 -2
  610. package/src/engine/engine_patcher.ts +199 -199
  611. package/src/engine/engine_physics.ts +287 -287
  612. package/src/engine/engine_physics.types.ts +43 -43
  613. package/src/engine/engine_physics_rapier.ts +1385 -1385
  614. package/src/engine/engine_playerview.ts +79 -79
  615. package/src/engine/engine_scenelighting.ts +313 -313
  616. package/src/engine/engine_scenetools.ts +242 -242
  617. package/src/engine/engine_serialization.ts +6 -6
  618. package/src/engine/engine_serialization_builtin_serializer.ts +415 -415
  619. package/src/engine/engine_serialization_core.ts +680 -680
  620. package/src/engine/engine_serialization_decorator.ts +68 -68
  621. package/src/engine/engine_setup.ts +1 -1
  622. package/src/engine/engine_shaders.ts +242 -242
  623. package/src/engine/engine_shims.ts +28 -28
  624. package/src/engine/engine_texture.ts +70 -70
  625. package/src/engine/engine_three_utils.ts +382 -382
  626. package/src/engine/engine_time.ts +55 -55
  627. package/src/engine/engine_types.ts +489 -489
  628. package/src/engine/engine_typestore.ts +41 -41
  629. package/src/engine/engine_util_decorator.ts +134 -134
  630. package/src/engine/engine_utils.ts +605 -605
  631. package/src/engine/engine_utils_screenshot.ts +84 -84
  632. package/src/engine/engine_web_api.ts +119 -119
  633. package/src/engine/extensions/EXT_texture_exr.ts +49 -49
  634. package/src/engine/extensions/NEEDLE_animator_controller_model.ts +193 -193
  635. package/src/engine/extensions/NEEDLE_components.ts +250 -250
  636. package/src/engine/extensions/NEEDLE_gameobject_data.ts +82 -82
  637. package/src/engine/extensions/NEEDLE_lighting_settings.ts +210 -210
  638. package/src/engine/extensions/NEEDLE_lightmaps.ts +130 -130
  639. package/src/engine/extensions/NEEDLE_persistent_assets.ts +75 -75
  640. package/src/engine/extensions/NEEDLE_progressive.ts +412 -412
  641. package/src/engine/extensions/NEEDLE_render_objects.ts +209 -209
  642. package/src/engine/extensions/NEEDLE_techniques_webgl.ts +618 -618
  643. package/src/engine/extensions/extension_resolver.ts +4 -4
  644. package/src/engine/extensions/extension_utils.ts +149 -149
  645. package/src/engine/extensions/extensions.ts +118 -118
  646. package/src/engine/extensions/index.ts +4 -4
  647. package/src/engine/extensions/usage_tracker.ts +95 -95
  648. package/src/engine/js-extensions/Camera.ts +34 -34
  649. package/src/engine/js-extensions/Layers.ts +19 -19
  650. package/src/engine/js-extensions/index.ts +1 -1
  651. package/src/engine/shaders/shaderData.ts +67 -67
  652. package/src/engine/tests/test_utils.ts +63 -63
  653. package/src/engine-components/AlignmentConstraint.ts +35 -35
  654. package/src/engine-components/Animation.ts +345 -345
  655. package/src/engine-components/AnimationCurve.ts +83 -83
  656. package/src/engine-components/AnimationUtils.ts +117 -117
  657. package/src/engine-components/Animator.ts +243 -243
  658. package/src/engine-components/AnimatorController.ts +1020 -1020
  659. package/src/engine-components/AudioListener.ts +32 -32
  660. package/src/engine-components/AudioSource.ts +419 -419
  661. package/src/engine-components/AvatarLoader.ts +204 -204
  662. package/src/engine-components/AxesHelper.ts +33 -33
  663. package/src/engine-components/BasicIKConstraint.ts +53 -53
  664. package/src/engine-components/BoxCollider.ts +1 -1
  665. package/src/engine-components/BoxHelperComponent.ts +100 -100
  666. package/src/engine-components/Camera.ts +454 -454
  667. package/src/engine-components/CameraUtils.ts +89 -89
  668. package/src/engine-components/CharacterController.ts +243 -243
  669. package/src/engine-components/Collider.ts +160 -160
  670. package/src/engine-components/Component.ts +670 -670
  671. package/src/engine-components/ContactShadows.ts +265 -265
  672. package/src/engine-components/DeleteBox.ts +35 -35
  673. package/src/engine-components/DeviceFlag.ts +42 -42
  674. package/src/engine-components/DragControls.ts +574 -574
  675. package/src/engine-components/DropListener.ts +112 -112
  676. package/src/engine-components/Duplicatable.ts +146 -146
  677. package/src/engine-components/EventList.ts +125 -125
  678. package/src/engine-components/EventTrigger.ts +47 -47
  679. package/src/engine-components/EventType.ts +87 -87
  680. package/src/engine-components/FlyControls.ts +31 -31
  681. package/src/engine-components/Fog.ts +59 -59
  682. package/src/engine-components/Gizmos.ts +52 -52
  683. package/src/engine-components/GridHelper.ts +40 -40
  684. package/src/engine-components/GroundProjection.ts +97 -97
  685. package/src/engine-components/Interactable.ts +18 -18
  686. package/src/engine-components/Joints.ts +51 -51
  687. package/src/engine-components/LODGroup.ts +145 -145
  688. package/src/engine-components/Light.ts +493 -493
  689. package/src/engine-components/LookAtConstraint.ts +11 -11
  690. package/src/engine-components/NestedGltf.ts +70 -70
  691. package/src/engine-components/Networking.ts +72 -72
  692. package/src/engine-components/OffsetConstraint.ts +59 -59
  693. package/src/engine-components/OrbitControls.ts +653 -653
  694. package/src/engine-components/ParticleSystem.ts +1192 -1192
  695. package/src/engine-components/ParticleSystemModules.ts +1481 -1481
  696. package/src/engine-components/ParticleSystemSubEmitter.ts +110 -110
  697. package/src/engine-components/PlayerColor.ts +93 -93
  698. package/src/engine-components/ReflectionProbe.ts +192 -192
  699. package/src/engine-components/Renderer.ts +1125 -1125
  700. package/src/engine-components/RendererLightmap.ts +145 -145
  701. package/src/engine-components/RigidBody.ts +453 -453
  702. package/src/engine-components/SceneSwitcher.ts +594 -594
  703. package/src/engine-components/ScreenCapture.ts +437 -437
  704. package/src/engine-components/ShadowCatcher.ts +149 -149
  705. package/src/engine-components/Skybox.ts +281 -281
  706. package/src/engine-components/SmoothFollow.ts +57 -57
  707. package/src/engine-components/SpatialTrigger.ts +142 -142
  708. package/src/engine-components/SpectatorCamera.ts +675 -675
  709. package/src/engine-components/SphereCollider.ts +1 -1
  710. package/src/engine-components/SpriteRenderer.ts +244 -244
  711. package/src/engine-components/SyncedCamera.ts +208 -208
  712. package/src/engine-components/SyncedRoom.ts +166 -166
  713. package/src/engine-components/SyncedTransform.ts +336 -336
  714. package/src/engine-components/TestRunner.ts +114 -114
  715. package/src/engine-components/TransformGizmo.ts +157 -157
  716. package/src/engine-components/VideoPlayer.ts +831 -831
  717. package/src/engine-components/Voip.ts +214 -214
  718. package/src/engine-components/XRFlag.ts +138 -138
  719. package/src/engine-components/api.ts +22 -22
  720. package/src/engine-components/avatar/AvatarBlink_Simple.ts +67 -67
  721. package/src/engine-components/avatar/AvatarEyeLook_Rotation.ts +68 -68
  722. package/src/engine-components/avatar/Avatar_Brain_LookAt.ts +136 -136
  723. package/src/engine-components/avatar/Avatar_MouthShapes.ts +81 -81
  724. package/src/engine-components/avatar/Avatar_MustacheShake.ts +28 -28
  725. package/src/engine-components/codegen/components.ts +216 -216
  726. package/src/engine-components/debug/LogStats.ts +21 -21
  727. package/src/engine-components/export/gltf/GltfExport.ts +231 -231
  728. package/src/engine-components/export/usdz/Extension.ts +11 -11
  729. package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +1773 -1773
  730. package/src/engine-components/export/usdz/USDZExporter.ts +477 -477
  731. package/src/engine-components/export/usdz/extensions/Animation.ts +774 -774
  732. package/src/engine-components/export/usdz/extensions/DocumentExtension.ts +9 -9
  733. package/src/engine-components/export/usdz/extensions/USDZText.ts +287 -287
  734. package/src/engine-components/export/usdz/extensions/USDZUI.ts +119 -119
  735. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +98 -98
  736. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +67 -67
  737. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +202 -202
  738. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +963 -963
  739. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +517 -517
  740. package/src/engine-components/export/usdz/index.ts +2 -2
  741. package/src/engine-components/export/usdz/utils/animationutils.ts +100 -100
  742. package/src/engine-components/export/usdz/utils/quicklook.ts +42 -42
  743. package/src/engine-components/export/usdz/utils/timeutils.ts +19 -19
  744. package/src/engine-components/js-extensions/ExtensionUtils.ts +81 -81
  745. package/src/engine-components/js-extensions/Object3D.ts +181 -181
  746. package/src/engine-components/js-extensions/RGBAColor.ts +54 -54
  747. package/src/engine-components/js-extensions/Vector.ts +16 -16
  748. package/src/engine-components/js-extensions/index.ts +2 -2
  749. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +51 -51
  750. package/src/engine-components/postprocessing/Effects/Bloom.ts +76 -76
  751. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +35 -35
  752. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +96 -96
  753. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +93 -93
  754. package/src/engine-components/postprocessing/Effects/Pixelation.ts +26 -26
  755. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +84 -84
  756. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +98 -98
  757. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +55 -55
  758. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +54 -54
  759. package/src/engine-components/postprocessing/Effects/Vignette.ts +54 -54
  760. package/src/engine-components/postprocessing/PostProcessingEffect.ts +148 -148
  761. package/src/engine-components/postprocessing/PostProcessingHandler.ts +232 -232
  762. package/src/engine-components/postprocessing/Volume.ts +216 -216
  763. package/src/engine-components/postprocessing/VolumeParameter.ts +92 -92
  764. package/src/engine-components/postprocessing/VolumeProfile.ts +40 -40
  765. package/src/engine-components/postprocessing/index.ts +3 -3
  766. package/src/engine-components/timeline/PlayableDirector.ts +666 -666
  767. package/src/engine-components/timeline/SignalAsset.ts +138 -138
  768. package/src/engine-components/timeline/TimelineModels.ts +93 -93
  769. package/src/engine-components/timeline/TimelineTracks.ts +906 -906
  770. package/src/engine-components/timeline/index.ts +3 -3
  771. package/src/engine-components/ui/BaseUIComponent.ts +195 -195
  772. package/src/engine-components/ui/Button.ts +283 -283
  773. package/src/engine-components/ui/Canvas.ts +390 -390
  774. package/src/engine-components/ui/CanvasGroup.ts +49 -49
  775. package/src/engine-components/ui/EventSystem.ts +736 -736
  776. package/src/engine-components/ui/Graphic.ts +255 -255
  777. package/src/engine-components/ui/Image.ts +102 -102
  778. package/src/engine-components/ui/InputField.ts +290 -290
  779. package/src/engine-components/ui/Interfaces.ts +57 -57
  780. package/src/engine-components/ui/Layout.ts +322 -322
  781. package/src/engine-components/ui/Outline.ts +12 -12
  782. package/src/engine-components/ui/PointerEvents.ts +118 -118
  783. package/src/engine-components/ui/RaycastUtils.ts +68 -68
  784. package/src/engine-components/ui/Raycaster.ts +73 -73
  785. package/src/engine-components/ui/RectTransform.ts +364 -364
  786. package/src/engine-components/ui/SpatialHtml.ts +63 -63
  787. package/src/engine-components/ui/Text.ts +572 -572
  788. package/src/engine-components/ui/Utils.ts +110 -110
  789. package/src/engine-components/utils/LookAt.ts +65 -65
  790. package/src/engine-components/utils/OpenURL.ts +118 -118
  791. package/src/engine-components/webxr/WebARCameraBackground.ts +224 -224
  792. package/src/engine-components/webxr/WebARSessionRoot.ts +446 -446
  793. package/src/engine-components/webxr/WebXR.ts +761 -761
  794. package/src/engine-components/webxr/WebXRAvatar.ts +356 -356
  795. package/src/engine-components/webxr/WebXRController.ts +1168 -1168
  796. package/src/engine-components/webxr/WebXRGrabRendering.ts +150 -150
  797. package/src/engine-components/webxr/WebXRImageTracking.ts +371 -371
  798. package/src/engine-components/webxr/WebXRPlaneTracking.ts +429 -429
  799. package/src/engine-components/webxr/WebXRRig.ts +21 -21
  800. package/src/engine-components/webxr/WebXRSync.ts +463 -463
  801. package/src/engine-components/webxr/index.ts +3 -3
  802. package/src/engine-components-experimental/Presentation.ts +12 -12
  803. package/src/engine-components-experimental/networking/PlayerSync.ts +217 -217
  804. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  805. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  806. package/src/engine-schemes/schemes.ts +27 -27
  807. package/src/engine-schemes/synced-camera-model.ts +92 -92
  808. package/src/engine-schemes/synced-transform-model.ts +90 -90
  809. package/src/engine-schemes/syncedCamera.fbs +10 -10
  810. package/src/engine-schemes/transform.ts +50 -50
  811. package/src/engine-schemes/transforms.fbs +25 -25
  812. package/src/engine-schemes/vec.fbs +19 -19
  813. package/src/engine-schemes/vec2.ts +33 -33
  814. package/src/engine-schemes/vec3.ts +38 -38
  815. package/src/engine-schemes/vec4.ts +43 -43
  816. package/src/engine-schemes/vr-user-state-buffer.ts +138 -138
  817. package/src/engine-schemes/vrUserStateBuffer.fbs +16 -16
  818. package/src/include/draco/draco_decoder.js +34 -34
  819. package/src/include/draco/draco_wasm_wrapper.js +117 -117
  820. package/src/include/ktx2/basis_transcoder.js +21 -21
  821. package/src/include/needle/arial-msdf.json +1471 -1471
  822. package/src/include/three/ARButton.js +231 -231
  823. package/src/include/three/DragControls.js +231 -231
  824. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  825. package/src/include/three/VRButton.js +194 -194
  826. package/src/needle-engine.ts +55 -55
  827. package/src/engine/dist/api.js +0 -73
  828. package/src/engine/dist/api.js.meta +0 -7
  829. package/src/engine/dist/engine_networking_streams.js +0 -474
  830. package/src/engine/dist/engine_networking_streams.js.meta +0 -7
  831. package/src/engine-schemes/dist/api.js +0 -17
  832. package/src/engine-schemes/dist/api.js.meta +0 -7
  833. package/src/engine-schemes/dist/schemes.js +0 -25
  834. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  835. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  836. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  837. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  838. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  839. package/src/engine-schemes/dist/transform.js +0 -46
  840. package/src/engine-schemes/dist/transform.js.meta +0 -7
  841. package/src/engine-schemes/dist/vec2.js +0 -32
  842. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  843. package/src/engine-schemes/dist/vec3.js +0 -36
  844. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  845. package/src/engine-schemes/dist/vec4.js +0 -40
  846. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  847. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  848. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
  849. 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