@needle-tools/engine 4.11.5-next.f5ee735 → 4.11.6

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 (1116) hide show
  1. package/CHANGELOG.md +3958 -3958
  2. package/LICENSE.md +10 -10
  3. package/README.md +84 -84
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-DwpFkqPR.js +21 -0
  6. package/dist/{gltf-progressive-DZrY8VT6.min.js → gltf-progressive-BmSygnAC.min.js} +2 -2
  7. package/dist/{gltf-progressive-DgYz5BYa.js → gltf-progressive-DnLBuGK5.js} +24 -24
  8. package/dist/{gltf-progressive-DWcmTMCh.umd.cjs → gltf-progressive-Rs-ojtXy.umd.cjs} +1 -1
  9. package/dist/{loader.worker-Dip-PthR.js → loader.worker-DWzfDpAl.js} +4 -4
  10. package/dist/{needle-engine.bundle-CpC_7cRL.umd.cjs → needle-engine.bundle-B8HwiMM3.umd.cjs} +125 -133
  11. package/dist/{needle-engine.bundle-DtudWpG2.js → needle-engine.bundle-Cxvg_Ilj.js} +3622 -3735
  12. package/dist/{needle-engine.bundle-DvGMCIAT.min.js → needle-engine.bundle-PcoEsc5V.min.js} +113 -121
  13. package/dist/needle-engine.d.ts +176 -179
  14. package/dist/needle-engine.js +343 -344
  15. package/dist/needle-engine.min.js +1 -1
  16. package/dist/needle-engine.umd.cjs +1 -1
  17. package/dist/{postprocessing-Dzq4RXcy.min.js → postprocessing-B5ksn9-G.min.js} +223 -147
  18. package/dist/{postprocessing-DEkzT9iD.umd.cjs → postprocessing-DZtb9Nnn.umd.cjs} +222 -146
  19. package/dist/{postprocessing-DqdcvaFn.js → postprocessing-__7s9wON.js} +1656 -1542
  20. package/dist/{three-DfMvBzXi.js → three-BCCkyCA5.js} +1 -7
  21. package/dist/{three-qj71I7J3.umd.cjs → three-Bf2NBxAw.umd.cjs} +2 -2
  22. package/dist/{three-B7CT31Bt.min.js → three-W7zWTcfP.min.js} +1 -1
  23. package/dist/{three-examples-CsW4_6LI.umd.cjs → three-examples-Dho7cuu4.umd.cjs} +4 -4
  24. package/dist/{three-examples-D1P7eEhn.min.js → three-examples-MsJjauyk.min.js} +10 -10
  25. package/dist/{three-examples-D1SK93ek.js → three-examples-y2GeYlze.js} +2 -20
  26. package/dist/{three-mesh-ui-C_uSB5dD.js → three-mesh-ui-3nSSizT4.js} +1 -1
  27. package/dist/{three-mesh-ui-LQ44s0AL.min.js → three-mesh-ui-CIez6qJQ.min.js} +1 -1
  28. package/dist/{three-mesh-ui-DpATDXwU.umd.cjs → three-mesh-ui-zsOOA5Pq.umd.cjs} +1 -1
  29. package/dist/{vendor-DhTcel4c.umd.cjs → vendor-BrxSfR_8.umd.cjs} +38 -38
  30. package/dist/{vendor-DtTGRuXh.min.js → vendor-C0rT6Ytq.min.js} +45 -45
  31. package/dist/{vendor-Dkpn1a8s.js → vendor-CoLbzydV.js} +3068 -3134
  32. package/lib/asap/needle-asap.d.ts +1 -1
  33. package/lib/asap/needle-asap.js +95 -95
  34. package/lib/asap/sessiongranted.d.ts +3 -3
  35. package/lib/asap/sessiongranted.js +65 -65
  36. package/lib/asap/utils.d.ts +1 -1
  37. package/lib/asap/utils.js +3 -3
  38. package/lib/engine/analytics/index.d.ts +6 -6
  39. package/lib/engine/analytics/index.js +12 -12
  40. package/lib/engine/analytics/lcp.d.ts +3 -3
  41. package/lib/engine/analytics/lcp.js +34 -34
  42. package/lib/engine/api.d.ts +86 -86
  43. package/lib/engine/api.js +85 -85
  44. package/lib/engine/assets/index.d.ts +11 -11
  45. package/lib/engine/assets/index.js +47 -47
  46. package/lib/engine/assets/static.d.ts +1 -1
  47. package/lib/engine/assets/static.js +4 -4
  48. package/lib/engine/codegen/register_types.d.ts +1 -1
  49. package/lib/engine/codegen/register_types.js +320 -320
  50. package/lib/engine/debug/debug.d.ts +15 -15
  51. package/lib/engine/debug/debug.js +44 -44
  52. package/lib/engine/debug/debug_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_console.js +277 -277
  54. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  55. package/lib/engine/debug/debug_overlay.js +316 -316
  56. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  57. package/lib/engine/debug/debug_spatial_console.js +390 -390
  58. package/lib/engine/debug/debug_spector.d.ts +16 -16
  59. package/lib/engine/debug/debug_spector.js +27 -27
  60. package/lib/engine/debug/index.d.ts +2 -2
  61. package/lib/engine/debug/index.js +2 -2
  62. package/lib/engine/engine_addressables.d.ts +232 -232
  63. package/lib/engine/engine_addressables.js +684 -684
  64. package/lib/engine/engine_animation.d.ts +61 -61
  65. package/lib/engine/engine_animation.js +170 -170
  66. package/lib/engine/engine_application.d.ts +45 -52
  67. package/lib/engine/engine_application.js +104 -111
  68. package/lib/engine/engine_application.js.map +1 -1
  69. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  70. package/lib/engine/engine_assetdatabase.js +352 -352
  71. package/lib/engine/engine_audio.d.ts +4 -4
  72. package/lib/engine/engine_audio.js +23 -23
  73. package/lib/engine/engine_camera.d.ts +39 -39
  74. package/lib/engine/engine_camera.fit.d.ts +113 -113
  75. package/lib/engine/engine_camera.fit.js +194 -194
  76. package/lib/engine/engine_camera.js +102 -102
  77. package/lib/engine/engine_components.d.ts +110 -110
  78. package/lib/engine/engine_components.js +374 -374
  79. package/lib/engine/engine_components_internal.d.ts +9 -9
  80. package/lib/engine/engine_components_internal.js +36 -36
  81. package/lib/engine/engine_constants.d.ts +10 -10
  82. package/lib/engine/engine_constants.js +41 -41
  83. package/lib/engine/engine_context.d.ts +523 -523
  84. package/lib/engine/engine_context.js +1781 -1784
  85. package/lib/engine/engine_context.js.map +1 -1
  86. package/lib/engine/engine_context_registry.d.ts +71 -71
  87. package/lib/engine/engine_context_registry.js +117 -117
  88. package/lib/engine/engine_coroutine.d.ts +35 -35
  89. package/lib/engine/engine_coroutine.js +52 -52
  90. package/lib/engine/engine_create_objects.d.ts +119 -119
  91. package/lib/engine/engine_create_objects.js +344 -344
  92. package/lib/engine/engine_default_parameters.d.ts +2 -2
  93. package/lib/engine/engine_default_parameters.js +3 -3
  94. package/lib/engine/engine_editor-sync.d.ts +21 -21
  95. package/lib/engine/engine_editor-sync.js +4 -4
  96. package/lib/engine/engine_feature_flags.d.ts +3 -3
  97. package/lib/engine/engine_feature_flags.js +5 -5
  98. package/lib/engine/engine_fileloader.d.ts +2 -2
  99. package/lib/engine/engine_fileloader.js +8 -8
  100. package/lib/engine/engine_gameobject.d.ts +68 -68
  101. package/lib/engine/engine_gameobject.js +676 -676
  102. package/lib/engine/engine_generic_utils.d.ts +1 -1
  103. package/lib/engine/engine_generic_utils.js +13 -13
  104. package/lib/engine/engine_gizmos.d.ts +151 -151
  105. package/lib/engine/engine_gizmos.js +549 -549
  106. package/lib/engine/engine_gltf.d.ts +12 -12
  107. package/lib/engine/engine_gltf.js +15 -15
  108. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  109. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  110. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  111. package/lib/engine/engine_hot_reload.d.ts +8 -8
  112. package/lib/engine/engine_hot_reload.js +197 -197
  113. package/lib/engine/engine_input.d.ts +362 -362
  114. package/lib/engine/engine_input.js +1297 -1297
  115. package/lib/engine/engine_input_utils.d.ts +2 -2
  116. package/lib/engine/engine_input_utils.js +22 -22
  117. package/lib/engine/engine_instancing.d.ts +19 -19
  118. package/lib/engine/engine_instancing.js +39 -39
  119. package/lib/engine/engine_license.d.ts +11 -11
  120. package/lib/engine/engine_license.js +369 -369
  121. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  122. package/lib/engine/engine_lifecycle_api.js +106 -106
  123. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  124. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  125. package/lib/engine/engine_lightdata.d.ts +23 -23
  126. package/lib/engine/engine_lightdata.js +103 -103
  127. package/lib/engine/engine_loaders.callbacks.d.ts +98 -98
  128. package/lib/engine/engine_loaders.callbacks.js +87 -87
  129. package/lib/engine/engine_loaders.d.ts +42 -42
  130. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  131. package/lib/engine/engine_loaders.gltf.js +62 -62
  132. package/lib/engine/engine_loaders.js +341 -341
  133. package/lib/engine/engine_lods.d.ts +37 -37
  134. package/lib/engine/engine_lods.js +162 -162
  135. package/lib/engine/engine_mainloop_utils.d.ts +33 -33
  136. package/lib/engine/engine_mainloop_utils.js +478 -478
  137. package/lib/engine/engine_math.d.ts +114 -114
  138. package/lib/engine/engine_math.js +247 -247
  139. package/lib/engine/engine_modules.d.ts +36 -36
  140. package/lib/engine/engine_modules.js +85 -85
  141. package/lib/engine/engine_networking.d.ts +260 -260
  142. package/lib/engine/engine_networking.js +764 -764
  143. package/lib/engine/engine_networking_auto.d.ts +24 -24
  144. package/lib/engine/engine_networking_auto.js +310 -310
  145. package/lib/engine/engine_networking_blob.d.ts +48 -48
  146. package/lib/engine/engine_networking_blob.js +228 -228
  147. package/lib/engine/engine_networking_files.d.ts +35 -35
  148. package/lib/engine/engine_networking_files.js +172 -172
  149. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  150. package/lib/engine/engine_networking_files_default_components.js +42 -42
  151. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  152. package/lib/engine/engine_networking_instantiate.js +362 -362
  153. package/lib/engine/engine_networking_peer.d.ts +15 -15
  154. package/lib/engine/engine_networking_peer.js +132 -132
  155. package/lib/engine/engine_networking_streams.d.ts +123 -123
  156. package/lib/engine/engine_networking_streams.js +656 -656
  157. package/lib/engine/engine_networking_types.d.ts +22 -22
  158. package/lib/engine/engine_networking_types.js +7 -7
  159. package/lib/engine/engine_networking_utils.d.ts +2 -2
  160. package/lib/engine/engine_networking_utils.js +20 -20
  161. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  162. package/lib/engine/engine_networking_websocket.js +2 -2
  163. package/lib/engine/engine_patcher.d.ts +10 -10
  164. package/lib/engine/engine_patcher.js +142 -142
  165. package/lib/engine/engine_physics.d.ts +164 -164
  166. package/lib/engine/engine_physics.js +687 -691
  167. package/lib/engine/engine_physics.js.map +1 -1
  168. package/lib/engine/engine_physics.types.d.ts +40 -40
  169. package/lib/engine/engine_physics.types.js +33 -33
  170. package/lib/engine/engine_physics_rapier.d.ts +156 -156
  171. package/lib/engine/engine_physics_rapier.js +1460 -1460
  172. package/lib/engine/engine_playerview.d.ts +26 -26
  173. package/lib/engine/engine_playerview.js +64 -64
  174. package/lib/engine/engine_pmrem.d.ts +8 -8
  175. package/lib/engine/engine_pmrem.js +68 -68
  176. package/lib/engine/engine_scenelighting.d.ts +82 -82
  177. package/lib/engine/engine_scenelighting.js +245 -245
  178. package/lib/engine/engine_serialization.d.ts +3 -3
  179. package/lib/engine/engine_serialization.js +3 -3
  180. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  181. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  182. package/lib/engine/engine_serialization_core.d.ts +94 -94
  183. package/lib/engine/engine_serialization_core.js +607 -607
  184. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  185. package/lib/engine/engine_serialization_decorator.js +67 -67
  186. package/lib/engine/engine_setup.d.ts +1 -1
  187. package/lib/engine/engine_setup.js +2 -2
  188. package/lib/engine/engine_shaders.d.ts +53 -53
  189. package/lib/engine/engine_shaders.js +252 -252
  190. package/lib/engine/engine_shims.d.ts +4 -4
  191. package/lib/engine/engine_shims.js +24 -24
  192. package/lib/engine/engine_test_utils.d.ts +39 -39
  193. package/lib/engine/engine_test_utils.js +83 -83
  194. package/lib/engine/engine_texture.d.ts +28 -28
  195. package/lib/engine/engine_texture.js +64 -64
  196. package/lib/engine/engine_three_utils.d.ts +210 -210
  197. package/lib/engine/engine_three_utils.js +792 -792
  198. package/lib/engine/engine_time.d.ts +51 -51
  199. package/lib/engine/engine_time.js +82 -82
  200. package/lib/engine/engine_time_utils.d.ts +88 -88
  201. package/lib/engine/engine_time_utils.js +215 -215
  202. package/lib/engine/engine_tonemapping.d.ts +6 -6
  203. package/lib/engine/engine_tonemapping.js +198 -198
  204. package/lib/engine/engine_types.d.ts +585 -585
  205. package/lib/engine/engine_types.js +95 -95
  206. package/lib/engine/engine_typestore.d.ts +28 -28
  207. package/lib/engine/engine_typestore.js +55 -55
  208. package/lib/engine/engine_util_decorator.d.ts +13 -13
  209. package/lib/engine/engine_util_decorator.js +116 -116
  210. package/lib/engine/engine_utils.d.ts +227 -227
  211. package/lib/engine/engine_utils.js +821 -821
  212. package/lib/engine/engine_utils_attributes.d.ts +48 -48
  213. package/lib/engine/engine_utils_attributes.js +69 -69
  214. package/lib/engine/engine_utils_format.d.ts +24 -24
  215. package/lib/engine/engine_utils_format.js +245 -245
  216. package/lib/engine/engine_utils_qrcode.d.ts +23 -23
  217. package/lib/engine/engine_utils_qrcode.js +233 -233
  218. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  219. package/lib/engine/engine_utils_screenshot.js +522 -522
  220. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  221. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  222. package/lib/engine/engine_xr.d.ts +1 -1
  223. package/lib/engine/engine_xr.js +1 -1
  224. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  225. package/lib/engine/export/gltf/Writers.js +24 -24
  226. package/lib/engine/export/gltf/index.d.ts +11 -11
  227. package/lib/engine/export/gltf/index.js +123 -123
  228. package/lib/engine/export/index.d.ts +2 -2
  229. package/lib/engine/export/index.js +2 -2
  230. package/lib/engine/export/state.d.ts +7 -7
  231. package/lib/engine/export/state.js +17 -17
  232. package/lib/engine/export/utils.d.ts +2 -2
  233. package/lib/engine/export/utils.js +7 -7
  234. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  235. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  236. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  237. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  238. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  239. package/lib/engine/extensions/NEEDLE_components.js +239 -239
  240. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  241. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  242. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  243. package/lib/engine/extensions/NEEDLE_lighting_settings.js +160 -160
  244. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  245. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  246. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  247. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  248. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  249. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  250. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  251. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  252. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  253. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  254. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  255. package/lib/engine/extensions/extension_resolver.js +1 -1
  256. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  257. package/lib/engine/extensions/extension_utils.js +152 -152
  258. package/lib/engine/extensions/extensions.d.ts +32 -32
  259. package/lib/engine/extensions/extensions.js +113 -113
  260. package/lib/engine/extensions/index.d.ts +6 -6
  261. package/lib/engine/extensions/index.js +6 -6
  262. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  263. package/lib/engine/extensions/usage_tracker.js +65 -65
  264. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  265. package/lib/engine/js-extensions/Camera.js +39 -39
  266. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  267. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  268. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  269. package/lib/engine/js-extensions/Layers.js +22 -22
  270. package/lib/engine/js-extensions/Object3D.d.ts +141 -141
  271. package/lib/engine/js-extensions/Object3D.js +190 -190
  272. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  273. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  274. package/lib/engine/js-extensions/Vector.d.ts +8 -8
  275. package/lib/engine/js-extensions/Vector.js +13 -13
  276. package/lib/engine/js-extensions/index.d.ts +6 -6
  277. package/lib/engine/js-extensions/index.js +5 -5
  278. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  279. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +80 -80
  280. package/lib/engine/shaders/shaderData.d.ts +55 -55
  281. package/lib/engine/shaders/shaderData.js +58 -58
  282. package/lib/engine/tests/test_utils.d.ts +2 -2
  283. package/lib/engine/tests/test_utils.js +53 -53
  284. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  285. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  286. package/lib/engine/webcomponents/api.d.ts +5 -5
  287. package/lib/engine/webcomponents/api.js +4 -4
  288. package/lib/engine/webcomponents/buttons.d.ts +53 -53
  289. package/lib/engine/webcomponents/buttons.js +270 -270
  290. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  291. package/lib/engine/webcomponents/fonts.js +32 -32
  292. package/lib/engine/webcomponents/icons.d.ts +9 -9
  293. package/lib/engine/webcomponents/icons.js +52 -52
  294. package/lib/engine/webcomponents/index.d.ts +1 -1
  295. package/lib/engine/webcomponents/index.js +1 -1
  296. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  297. package/lib/engine/webcomponents/logo-element.js +91 -91
  298. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  299. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  300. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +192 -192
  301. package/lib/engine/webcomponents/needle menu/needle-menu.js +1077 -1077
  302. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  303. package/lib/engine/webcomponents/needle-button.js +161 -161
  304. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  305. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  306. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +70 -70
  307. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  308. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  309. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  310. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  311. package/lib/engine/webcomponents/needle-engine.js +906 -906
  312. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  313. package/lib/engine/webcomponents/needle-engine.loading.js +336 -336
  314. package/lib/engine/xr/NeedleXRController.d.ts +314 -314
  315. package/lib/engine/xr/NeedleXRController.js +1057 -1057
  316. package/lib/engine/xr/NeedleXRSession.d.ts +342 -342
  317. package/lib/engine/xr/NeedleXRSession.js +1491 -1492
  318. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  319. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  320. package/lib/engine/xr/NeedleXRSync.js +188 -188
  321. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  322. package/lib/engine/xr/SceneTransition.js +69 -69
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  1002. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  1003. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  1004. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  1005. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
  1006. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +1253 -1253
  1007. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  1008. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  1009. package/src/engine-components/export/usdz/index.ts +2 -2
  1010. package/src/engine-components/export/usdz/utils/animationutils.ts +191 -191
  1011. package/src/engine-components/export/usdz/utils/quicklook.ts +50 -50
  1012. package/src/engine-components/particlesystem/ParticleSystem.ts +1287 -1287
  1013. package/src/engine-components/particlesystem/ParticleSystemModules.ts +1765 -1765
  1014. package/src/engine-components/particlesystem/ParticleSystemSubEmitter.ts +111 -111
  1015. package/src/engine-components/particlesystem/api.ts +1 -1
  1016. package/src/engine-components/physics/Attractor.ts +44 -44
  1017. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +64 -64
  1018. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +116 -116
  1019. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +37 -37
  1020. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +106 -106
  1021. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +103 -103
  1022. package/src/engine-components/postprocessing/Effects/EffectWrapper.ts +25 -25
  1023. package/src/engine-components/postprocessing/Effects/Pixelation.ts +32 -32
  1024. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +90 -90
  1025. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +192 -192
  1026. package/src/engine-components/postprocessing/Effects/Sharpening.ts +143 -143
  1027. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +61 -61
  1028. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +103 -103
  1029. package/src/engine-components/postprocessing/Effects/Tonemapping.utils.ts +60 -60
  1030. package/src/engine-components/postprocessing/Effects/Vignette.ts +59 -59
  1031. package/src/engine-components/postprocessing/PostProcessingEffect.ts +192 -192
  1032. package/src/engine-components/postprocessing/PostProcessingHandler.ts +586 -586
  1033. package/src/engine-components/postprocessing/Volume.ts +427 -427
  1034. package/src/engine-components/postprocessing/VolumeParameter.ts +158 -158
  1035. package/src/engine-components/postprocessing/VolumeProfile.ts +61 -61
  1036. package/src/engine-components/postprocessing/index.ts +5 -5
  1037. package/src/engine-components/postprocessing/utils.ts +154 -154
  1038. package/src/engine-components/splines/Spline.ts +287 -287
  1039. package/src/engine-components/splines/SplineUtils.ts +33 -33
  1040. package/src/engine-components/splines/SplineWalker.ts +195 -195
  1041. package/src/engine-components/splines/index.ts +2 -2
  1042. package/src/engine-components/timeline/PlayableDirector.ts +782 -782
  1043. package/src/engine-components/timeline/SignalAsset.ts +155 -155
  1044. package/src/engine-components/timeline/TimelineModels.ts +136 -136
  1045. package/src/engine-components/timeline/TimelineTracks.ts +994 -994
  1046. package/src/engine-components/timeline/index.ts +3 -3
  1047. package/src/engine-components/ui/BaseUIComponent.ts +203 -203
  1048. package/src/engine-components/ui/Button.ts +307 -307
  1049. package/src/engine-components/ui/Canvas.ts +419 -419
  1050. package/src/engine-components/ui/CanvasGroup.ts +54 -54
  1051. package/src/engine-components/ui/EventSystem.ts +853 -853
  1052. package/src/engine-components/ui/Graphic.ts +287 -287
  1053. package/src/engine-components/ui/Image.ts +112 -112
  1054. package/src/engine-components/ui/InputField.ts +321 -321
  1055. package/src/engine-components/ui/Interfaces.ts +57 -57
  1056. package/src/engine-components/ui/Layout.ts +334 -334
  1057. package/src/engine-components/ui/Outline.ts +13 -13
  1058. package/src/engine-components/ui/PointerEvents.ts +206 -206
  1059. package/src/engine-components/ui/RaycastUtils.ts +70 -70
  1060. package/src/engine-components/ui/Raycaster.ts +121 -121
  1061. package/src/engine-components/ui/RectTransform.ts +375 -375
  1062. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1063. package/src/engine-components/ui/Symbols.ts +1 -1
  1064. package/src/engine-components/ui/Text.ts +587 -587
  1065. package/src/engine-components/ui/Utils.ts +113 -113
  1066. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1067. package/src/engine-components/utils/LookAt.ts +98 -98
  1068. package/src/engine-components/utils/OpenURL.ts +115 -115
  1069. package/src/engine-components/web/Clickthrough.ts +105 -105
  1070. package/src/engine-components/web/CursorFollow.ts +144 -144
  1071. package/src/engine-components/web/HoverAnimation.ts +101 -101
  1072. package/src/engine-components/web/ScrollFollow.ts +513 -513
  1073. package/src/engine-components/web/ViewBox.ts +320 -320
  1074. package/src/engine-components/web/index.ts +4 -4
  1075. package/src/engine-components/webxr/Avatar.ts +265 -265
  1076. package/src/engine-components/webxr/TeleportTarget.ts +13 -13
  1077. package/src/engine-components/webxr/WebARCameraBackground.ts +180 -180
  1078. package/src/engine-components/webxr/WebARSessionRoot.ts +882 -882
  1079. package/src/engine-components/webxr/WebXR.ts +612 -616
  1080. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1081. package/src/engine-components/webxr/WebXRImageTracking.ts +649 -649
  1082. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1083. package/src/engine-components/webxr/WebXRRig.ts +81 -81
  1084. package/src/engine-components/webxr/XRFlag.ts +150 -150
  1085. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +130 -130
  1086. package/src/engine-components/webxr/controllers/XRControllerModel.ts +377 -377
  1087. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +561 -561
  1088. package/src/engine-components/webxr/index.ts +2 -2
  1089. package/src/engine-components/webxr/types.ts +3 -3
  1090. package/src/engine-components-experimental/Presentation.ts +13 -13
  1091. package/src/engine-components-experimental/api.ts +4 -4
  1092. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1093. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1094. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1095. package/src/engine-schemes/README.md +1 -1
  1096. package/src/engine-schemes/api.ts +12 -12
  1097. package/src/engine-schemes/schemes.ts +28 -28
  1098. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1099. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1100. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1101. package/src/engine-schemes/transform.ts +50 -50
  1102. package/src/engine-schemes/transforms.fbs +25 -25
  1103. package/src/engine-schemes/vec.fbs +19 -19
  1104. package/src/engine-schemes/vec2.ts +33 -33
  1105. package/src/engine-schemes/vec3.ts +38 -38
  1106. package/src/engine-schemes/vec4.ts +43 -43
  1107. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1108. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1109. package/src/include/draco/draco_decoder.js +34 -34
  1110. package/src/include/ktx2/basis_transcoder.js +19 -19
  1111. package/src/include/needle/arial-msdf.json +1471 -1471
  1112. package/src/include/three/DragControls.js +231 -231
  1113. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1114. package/src/needle-engine.ts +70 -72
  1115. package/dist/generateMeshBVH.worker-D1Vr8UHG.js +0 -21
  1116. package/src/engine/debug/debug_spector.ts +0 -43
@@ -1,1603 +1,1603 @@
1
- import type { Ball, Collider, ColliderDesc, Cuboid, EventQueue, QueryFilterFlags, Ray, RigidBody, RigidBodyDesc, World } from '@dimforge/rapier3d-compat';
2
- import { BufferAttribute, BufferGeometry, InterleavedBufferAttribute, LineBasicMaterial, LineSegments, Matrix4, Mesh, Object3D, Quaternion, Vector3, Vector4Like } from 'three'
3
- import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'
4
-
5
- import { CollisionDetectionMode, PhysicsMaterialCombine } from '../engine/engine_physics.types.js';
6
- import { MeshCollider } from '../engine-components/Collider.js';
7
- import { isDevEnvironment } from './debug/debug.js';
8
- import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
9
- import { foreachComponent } from './engine_gameobject.js';
10
- import { Gizmos } from './engine_gizmos.js';
11
- import { Mathf } from './engine_math.js';
12
- import { MODULES } from './engine_modules.js';
13
- import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPositionXYZ, setWorldQuaternionXYZW } from "./engine_three_utils.js"
14
- import type {
15
- IBoxCollider,
16
- ICollider,
17
- IComponent,
18
- IContext,
19
- IGameObject,
20
- IPhysicsEngine,
21
- IRigidbody,
22
- ISphereCollider,
23
- Vec2,
24
- Vec3,
25
- } from './engine_types.js';
26
- import { Collision, ContactPoint } from './engine_types.js';
27
- import { ShapeOverlapResult } from './engine_types.js';
28
- import { CircularBuffer, getParam } from "./engine_utils.js"
29
-
30
- const debugPhysics = getParam("debugphysics");
31
- const debugColliderPlacement = getParam("debugcolliderplacement");
32
- const debugCollisions = getParam("debugcollisions");
33
- const showColliders = getParam("showcolliders");
34
- const showPhysicsRaycasts = getParam("debugraycasts");
35
-
36
-
37
- /** on physics body and references the needle component */
38
- const $componentKey = Symbol("needle component");
39
- /** on needle component and references physics body */
40
- const $bodyKey = Symbol("physics body");
41
- const $colliderRigidbody = Symbol("rigidbody");
42
-
43
-
44
- declare const NEEDLE_USE_RAPIER: boolean;
45
- globalThis["NEEDLE_USE_RAPIER"] = globalThis["NEEDLE_USE_RAPIER"] !== undefined ? globalThis["NEEDLE_USE_RAPIER"] : true;
46
- if (debugPhysics)
47
- console.log("Use Rapier", NEEDLE_USE_RAPIER, globalThis["NEEDLE_USE_RAPIER"])
48
-
49
- if (NEEDLE_USE_RAPIER) {
50
- ContextRegistry.registerCallback(ContextEvent.ContextCreationStart, evt => {
51
- if (debugPhysics)
52
- console.log("Register rapier physics backend")
53
- evt.context.physics.engine = new RapierPhysics(evt.context);
54
- // We do not initialize physics immediately to avoid loading the physics engine if it is not needed
55
- });
56
- }
57
-
58
-
59
- declare type PhysicsBody = {
60
- translation(): { x: number, y: number, z: number }
61
- rotation(): { x: number, y: number, z: number, w: number }
62
- }
63
-
64
- export class RapierPhysics implements IPhysicsEngine {
65
-
66
- debugRenderColliders: boolean = false;
67
- debugRenderRaycasts: boolean = false;
68
-
69
- removeBody(obj: IComponent) {
70
- if(debugPhysics) console.log("REMOVE BODY", obj?.name, obj[$bodyKey]);
71
- if (!obj) return;
72
- this.validate();
73
- const body = obj[$bodyKey];
74
- obj[$bodyKey] = null;
75
- if (body && this.world) {
76
- const index = this.objects.findIndex(o => o === obj);
77
- if (index >= 0) {
78
- const rapierBody = this.bodies[index];
79
- // Remove references
80
- this.bodies.splice(index, 1);
81
- this.objects.splice(index, 1);
82
-
83
-
84
- // Remove the collider from the physics world
85
- if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
86
- const rapierCollider = rapierBody as Collider;
87
- this.world?.removeCollider(rapierCollider, true);
88
-
89
- // also remove the rigidbody if it doesnt have colliders anymore
90
- const rapierRigidbody: RigidBody | null = rapierCollider.parent();
91
- if (rapierRigidbody && rapierRigidbody.numColliders() <= 0) {
92
- const rigidbody = rapierRigidbody[$componentKey] as IRigidbody;
93
- if (rigidbody) {
94
- // If the collider was attached to a rigidbody and this rigidbody now has no colliders anymore we should ignore it - because the Rigidbody component will delete itself
95
- }
96
- else {
97
- // But if there is no explicit rigidbody needle component then the colliders did create it implictly and thus we need to remove it here:
98
- this.world?.removeRigidBody(rapierRigidbody);
99
- }
100
- }
101
- }
102
- // Remove the rigidbody from the physics world
103
- else if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
104
- if (rapierBody.numColliders() <= 0) {
105
- this.world?.removeRigidBody(rapierBody);
106
- }
107
- else {
108
- if (isDevEnvironment()) {
109
- if (!rapierBody["did_log_removing"]) {
110
- setTimeout(() => {
111
- if (rapierBody.numColliders() > 0) {
112
- rapierBody["did_log_removing"] = true;
113
- console.warn("RapierPhysics: removing rigidbody with colliders from the physics world is not possible right now, please remove the colliders first");
114
- }
115
- }, 1);
116
-
117
- }
118
- }
119
- }
120
- }
121
- }
122
- }
123
- }
124
-
125
- updateBody(comp: ICollider | IRigidbody, translation: boolean, rotation: boolean) {
126
- this.validate();
127
- if (!this.enabled) return;
128
- if (comp.destroyed || !comp.gameObject) return;
129
- if (!translation && !rotation) return;
130
-
131
- if ((comp as ICollider).isCollider === true) {
132
- // const collider = comp as ICollider;
133
- console.warn("TODO: implement updating collider position");
134
- }
135
- else {
136
- const rigidbody = comp as IRigidbody;
137
- const body = rigidbody[$bodyKey];
138
- if (body) {
139
- this.syncPhysicsBody(rigidbody.gameObject, body, translation, rotation);
140
- }
141
- }
142
- }
143
-
144
- updateProperties(obj: IRigidbody | ICollider) {
145
- this.validate();
146
-
147
- if ((obj as ICollider).isCollider) {
148
- const col = obj as ICollider;
149
- const body = col[$bodyKey];
150
- if (body) {
151
- this.internalUpdateColliderProperties(col, body);
152
- if (col.sharedMaterial)
153
- this.updatePhysicsMaterial(col);
154
- }
155
- }
156
- else {
157
- const rb = obj as IRigidbody;
158
- const physicsBody = this.internal_getRigidbody(rb);
159
- if (physicsBody) {
160
- this.internalUpdateRigidbodyProperties(rb, physicsBody);
161
- }
162
- }
163
- }
164
- addForce(rigidbody: IRigidbody, force: Vec3, wakeup: boolean) {
165
- this.validate();
166
- const body = this.internal_getRigidbody(rigidbody);
167
- if (body) body.addForce(force, wakeup)
168
- else if (this._isInitialized) console.warn("Physics Body doesn't exist: can not apply force (does your object with the Rigidbody have a collider?)");
169
- }
170
- addImpulse(rigidbody: IRigidbody, force: Vec3, wakeup: boolean) {
171
- this.validate();
172
- const body = this.internal_getRigidbody(rigidbody);
173
- if (body) body.applyImpulse(force, wakeup);
174
- else if (this._isInitialized) console.warn("Physics Body doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
175
- }
176
- getLinearVelocity(comp: IRigidbody | ICollider): Vec3 | null {
177
- this.validate();
178
- const body = this.internal_getRigidbody(comp);
179
- if (body) {
180
- const vel = body.linvel();
181
- return vel;
182
- }
183
- // else console.warn("Rigidbody doesn't exist: can not get linear velocity (does your object with the Rigidbody have a collider?)");
184
- return null;
185
- }
186
- getAngularVelocity(rb: IRigidbody): Vec3 | null {
187
- this.validate();
188
- const body = this.internal_getRigidbody(rb);
189
- if (body) {
190
- const vel = body.angvel();
191
- return vel;
192
- }
193
- // else console.warn("Rigidbody doesn't exist: can not get angular velocity (does your object with the Rigidbody have a collider?)");
194
- return null;
195
- }
196
- resetForces(rb: IRigidbody, wakeup: boolean) {
197
- this.validate();
198
- const body = this.internal_getRigidbody(rb);
199
- body?.resetForces(wakeup);
200
- }
201
- resetTorques(rb: IRigidbody, wakeup: boolean) {
202
- this.validate();
203
- const body = this.internal_getRigidbody(rb);
204
- body?.resetTorques(wakeup);
205
- }
206
- applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
207
- this.validate();
208
- const body = this.internal_getRigidbody(rb);
209
- if (body) body.applyImpulse(vec, wakeup);
210
- else if (this._isInitialized) console.warn("Rigidbody doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
211
- }
212
-
213
- wakeup(rb: IRigidbody) {
214
- this.validate();
215
- const body = this.internal_getRigidbody(rb);
216
- if (body) body.wakeUp();
217
- else if (this._isInitialized) console.warn("Rigidbody doesn't exist: can not wake up (does your object with the Rigidbody have a collider?)");
218
- }
219
- isSleeping(rb: IRigidbody) {
220
- this.validate();
221
- const body = this.internal_getRigidbody(rb);
222
- return body?.isSleeping();
223
- }
224
- setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
225
- this.validate();
226
- const body = this.internal_getRigidbody(rb);
227
- if (body) body.setAngvel(vec, wakeup);
228
- else if (this._isInitialized) console.warn("Rigidbody doesn't exist: can not set angular velocity (does your object with the Rigidbody have a collider?)");
229
- }
230
- setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
231
- this.validate();
232
- const body = this.internal_getRigidbody(rb);
233
- if (body) body.setLinvel(vec, wakeup);
234
- else if (this._isInitialized) console.warn("Rigidbody doesn't exist: can not set linear velocity (does your object with the Rigidbody have a collider?)");
235
- }
236
-
237
- private readonly context?: IContext;
238
- private _initializePromise?: Promise<boolean>;
239
- private _isInitialized: boolean = false;
240
-
241
- constructor(ctx: IContext) {
242
- this.context = ctx;
243
- }
244
-
245
- get isInitialized() { return this._isInitialized; }
246
-
247
- async initialize() {
248
- if (!this._initializePromise)
249
- this._initializePromise = this.internalInitialization();
250
- return this._initializePromise;
251
- }
252
-
253
- private async internalInitialization() {
254
- if (getParam("__nophysics")) {
255
- console.warn("Physics are disabled");
256
- return false;
257
- }
258
- if (debugPhysics) console.log("Initialize rapier physics engine");
259
- // NEEDLE_PHYSICS_INIT_START
260
- // use .env file with VITE_NEEDLE_USE_RAPIER=false to treeshake rapier
261
- // @ts-ignore
262
- if ("env" in import.meta && import.meta.env.VITE_NEEDLE_USE_RAPIER === "false") {
263
- if (debugPhysics) console.log("Rapier disabled");
264
- return false;
265
- }
266
- // Can be transformed during build time to disable rapier
267
- if (!NEEDLE_USE_RAPIER) return false;
268
- if (this._hasCreatedWorld) {
269
- console.error("Invalid call to create physics world: world is already created");
270
- return true;
271
- }
272
- this._hasCreatedWorld = true;
273
- if (MODULES.RAPIER_PHYSICS.MAYBEMODULE == undefined) {
274
- if (debugPhysics) console.trace("Loading rapier physics engine");
275
- const module = await MODULES.RAPIER_PHYSICS.load();
276
- // https://github.com/dimforge/rapier/issues/811
277
- await module.init();
278
- }
279
- if (debugPhysics) console.log("Physics engine initialized, creating world...");
280
- this._world = new MODULES.RAPIER_PHYSICS.MODULE.World(this._gravity);
281
- this.rapierRay = new MODULES.RAPIER_PHYSICS.MODULE.Ray({ x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 1 });
282
- this.enabled = true;
283
- this._isInitialized = true;
284
- if (debugPhysics) console.log("Physics world created");
285
- return true;
286
- // NEEDLE_PHYSICS_INIT_END
287
- }
288
-
289
- /** Check is the physics engine has been initialized and the call can be made */
290
- private validate() {
291
- if (!this._isInitialized) {
292
- if (debugPhysics) {
293
- this["_lastWarnTime"] = this["_lastWarnTime"] ?? 0;
294
- if (Date.now() - this["_lastWarnTime"] > 1000) {
295
- this["_lastWarnTime"] = Date.now();
296
- console.warn("Physics engine is not initialized");
297
- }
298
- }
299
- }
300
- }
301
-
302
-
303
- private rapierRay!: Ray;
304
- private raycastVectorsBuffer = new CircularBuffer(() => new Vector3(), 10);
305
-
306
- public raycast(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
307
- maxDistance?: number,
308
- /** True if you want to also hit objects when the raycast starts from inside a collider */
309
- solid?: boolean,
310
- queryFilterFlags?: QueryFilterFlags,
311
- filterGroups?: number,
312
- /** Return false to ignore this collider */
313
- filterPredicate?: (c: ICollider) => boolean,
314
- /** When enabled the hit object's layer will be tested. If layer 2 is enabled the object will be ignored (Layer 2 == IgnoreRaycast)
315
- * If not set the raycast will ignore objects in the IgnoreRaycast layer (default: true)
316
- * @default undefined
317
- */
318
- useIgnoreRaycastLayer?: boolean
319
- })
320
- : null | { point: Vector3, collider: ICollider } {
321
-
322
- if (!this._isInitialized) {
323
- console.log("Physics engine is not initialized");
324
- return null;
325
- }
326
-
327
- let maxDistance = options?.maxDistance;
328
- let solid = options?.solid;
329
-
330
- if (maxDistance === undefined) maxDistance = Infinity;
331
- if (solid === undefined) solid = true;
332
-
333
- const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
334
- if (!ray) return null;
335
-
336
- if (this.debugRenderRaycasts || showPhysicsRaycasts) Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
337
-
338
- const hit = this.world?.castRay(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
339
- const component = c[$componentKey];
340
- if (options?.filterPredicate) return options.filterPredicate(component);
341
- if (options?.useIgnoreRaycastLayer !== false) {
342
- // ignore objects in the IgnoreRaycast=2 layer
343
- return !component?.gameObject.layers.isEnabled(2);
344
- }
345
- return true;
346
- });
347
- if (hit) {
348
- const point = ray.pointAt(hit.timeOfImpact);
349
- const vec = this.raycastVectorsBuffer.get();
350
- vec.set(point.x, point.y, point.z);
351
- return { point: vec, collider: hit.collider[$componentKey] };
352
- }
353
-
354
- return null;
355
- }
356
-
357
- public raycastAndGetNormal(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
358
- maxDistance?: number,
359
- /** True if you want to also hit objects when the raycast starts from inside a collider */
360
- solid?: boolean,
361
- queryFilterFlags?: QueryFilterFlags,
362
- filterGroups?: number,
363
- /** Return false to ignore this collider */
364
- filterPredicate?: (c: ICollider) => boolean,
365
- /** When enabled the hit object's layer will be tested. If layer 2 is enabled the object will be ignored (Layer 2 == IgnoreRaycast)
366
- * If not set the raycast will ignore objects in the IgnoreRaycast layer (default: true)
367
- * @default undefined
368
- */
369
- useIgnoreRaycastLayer?: boolean
370
- })
371
- : null | { point: Vector3, normal: Vector3, collider: ICollider } {
372
-
373
- if (!this._isInitialized) {
374
- return null;
375
- }
376
-
377
- let maxDistance = options?.maxDistance;
378
- let solid = options?.solid;
379
-
380
- if (maxDistance === undefined) maxDistance = Infinity;
381
- if (solid === undefined) solid = true;
382
-
383
- const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
384
- if (!ray) return null;
385
-
386
- if (this.debugRenderRaycasts || showPhysicsRaycasts) Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
387
-
388
- const hit = this.world?.castRayAndGetNormal(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
389
- const component = c[$componentKey];
390
- if (options?.filterPredicate) return options.filterPredicate(component);
391
- if (options?.useIgnoreRaycastLayer !== false) {
392
- // ignore objects in the IgnoreRaycast=2 layer
393
- return !component?.gameObject.layers.isEnabled(2);
394
- }
395
- return true;
396
- });
397
- if (hit) {
398
- const point = ray.pointAt(hit.timeOfImpact);
399
- const normal = hit.normal;
400
- const vec = this.raycastVectorsBuffer.get();
401
- const nor = this.raycastVectorsBuffer.get();
402
- vec.set(point.x, point.y, point.z);
403
- nor.set(normal.x, normal.y, normal.z);
404
- return { point: vec, normal: nor, collider: hit.collider[$componentKey] };
405
- }
406
- return null;
407
- }
408
-
409
- private getPhysicsRay(ray: Ray, origin?: Vec2 | Vec3, direction?: Vec3): Ray | null {
410
- const cam = this.context?.mainCamera;
411
- if (origin === undefined) {
412
- const pos = this.context?.input.getPointerPosition(0);
413
- if (pos) origin = pos;
414
- else return null;
415
- }
416
- // if we get origin in 2d space we need to project it to 3d space
417
- if (origin["z"] === undefined) {
418
- if (!cam) {
419
- console.error("Can not perform raycast from 2d point - no main camera found");
420
- return null;
421
- }
422
- const vec3 = this.raycastVectorsBuffer.get();
423
- vec3.x = origin.x;
424
- vec3.y = origin.y;
425
- vec3.z = 0;
426
- // if the origin is in screen space we need to convert it to raycaster space
427
- if (vec3.x > 1 || vec3.y > 1 || vec3.y < -1 || vec3.x < -1) {
428
- if (debugPhysics) console.warn("Converting screenspace to raycast space", vec3)
429
- this.context?.input.convertScreenspaceToRaycastSpace(vec3);
430
- }
431
- vec3.unproject(cam);
432
- origin = vec3;
433
- }
434
-
435
- const o = origin as Vec3;
436
-
437
- ray.origin.x = o.x;
438
- ray.origin.y = o.y;
439
- ray.origin.z = o.z;
440
- const vec = this.raycastVectorsBuffer.get();
441
- if (direction)
442
- vec.set(direction.x, direction.y, direction.z);
443
- else {
444
- if (!cam) {
445
- console.error("Can not perform raycast - no camera found");
446
- return null;
447
- }
448
- vec.set(ray.origin.x, ray.origin.y, ray.origin.z);
449
- const camPosition = getWorldPosition(cam);
450
- vec.sub(camPosition);
451
- }
452
- // we need to normalize the ray because our input is a max travel length and the direction may be not normalized
453
- vec.normalize();
454
- ray.dir.x = vec.x;
455
- ray.dir.y = vec.y;
456
- ray.dir.z = vec.z;
457
- // Gizmos.DrawRay(ray.origin, ray.dir, 0xff0000, Infinity);
458
- return ray;
459
- }
460
-
461
-
462
- private rapierSphere: Ball | null = null;
463
- private rapierBox: Cuboid | null = null;
464
- private readonly rapierColliderArray: Array<ShapeOverlapResult> = [];
465
- private readonly rapierIdentityRotation = { x: 0, y: 0, z: 0, w: 1 };
466
- private readonly rapierForwardVector = { x: 0, y: 0, z: 1 };
467
- /** Precice sphere overlap detection using rapier against colliders
468
- * @param point center of the sphere in worldspace
469
- * @param radius radius of the sphere
470
- * @returns array of colliders that overlap with the sphere. Note: they currently only contain the collider and the gameobject
471
- */
472
- public sphereOverlap(point: Vector3, radius: number): Array<ShapeOverlapResult> {
473
- this.rapierSphere ??= new MODULES.RAPIER_PHYSICS.MODULE.Ball(radius);
474
- this.rapierSphere.radius = radius;
475
- if (this.debugRenderRaycasts || showPhysicsRaycasts) Gizmos.DrawWireSphere(point, radius, 0x3344ff, 1);
476
- return this.shapeOverlap(point, this.rapierIdentityRotation, this.rapierSphere);
477
- }
478
-
479
- /** box overlap detection using rapier against colliders
480
- * @param point center of the box in worldspace
481
- * @param size size of the box
482
- * @param rotation quaternion representation of the rotation in world space
483
- * @returns array of colliders that overlap with the box. Note: they currently only contain the collider and the gameobject
484
- */
485
- public boxOverlap(point: Vector3, size: Vector3, rotation: Vector4Like | null = null): Array<ShapeOverlapResult> {
486
- if (rotation === null) rotation = this.rapierIdentityRotation;
487
- this.rapierBox ??= new MODULES.RAPIER_PHYSICS.MODULE.Cuboid(1, 1, 1);
488
- this.rapierBox.halfExtents.x = size.x * 0.5;
489
- this.rapierBox.halfExtents.y = size.y * 0.5;
490
- this.rapierBox.halfExtents.z = size.z * 0.5;
491
- if (this.debugRenderRaycasts || showPhysicsRaycasts) Gizmos.DrawWireBox(point, size, 0x3344ff, 1, true, rotation as Quaternion);
492
- return this.shapeOverlap(point, rotation!, this.rapierBox);
493
- }
494
-
495
- private shapeOverlap(point: Vector3, rotation: Vector4Like, shape: Ball | Cuboid): Array<ShapeOverlapResult> {
496
- this.rapierColliderArray.length = 0;
497
- if (!this._isInitialized) {
498
- return this.rapierColliderArray;
499
- }
500
- if (!this.world) return this.rapierColliderArray;
501
-
502
- this.world.intersectionsWithShape(point,
503
- rotation,
504
- shape,
505
- col => {
506
- const collider = col[$componentKey] as ICollider
507
- // if (collider.gameObject.layers.isEnabled(2)) return true;
508
- const intersection = new ShapeOverlapResult(collider.gameObject, collider);
509
- this.rapierColliderArray.push(intersection);
510
- return true; // Return `false` instead if we want to stop searching for other colliders that contain this point.
511
- },
512
- // TODO: it seems as QueryFilterFlags.EXCLUDE_SENSORS also excludes DYNAMIC Rigidbodies (only if they're set to kinematic)
513
- undefined, // QueryFilterFlags.EXCLUDE_SENSORS,
514
- undefined, undefined, undefined,
515
- col => {
516
- // we don't want to raycast against triggers (see comment about Exclude Sensors above)
517
- if (col.isSensor()) return false;
518
- const collider = col[$componentKey] as ICollider
519
- return collider.gameObject.layers.isEnabled(2) == false
520
- }
521
- );
522
- return this.rapierColliderArray;
523
-
524
-
525
- // TODO: this only returns one hit
526
- // let filterGroups = 0xffffffff;
527
- // filterGroups &= ~(1 << 2);
528
- // const hit: ShapeColliderTOI | null = this.world.castShape(point,
529
- // this.rapierIdentityRotation,
530
- // this.rapierForwardVector,
531
- // this.rapierSphere,
532
- // 0,
533
- // QueryFilterFlags.EXCLUDE_SENSORS,
534
- // // filterGroups,
535
- // );
536
- // // console.log(hit);
537
- // if (hit) {
538
- // const collider = hit.collider[$componentKey] as ICollider
539
- // const intersection = new SphereOverlapResult(collider.gameObject);
540
- // this.rapierColliderArray.push(intersection);
541
- // // const localpt = hit.witness2;
542
- // // // const normal = hit.normal2;
543
- // // const hitPoint = new Vector3(localpt.x, localpt.y, localpt.z);
544
- // // // collider.gameObject.localToWorld(hitPoint);
545
- // // // const normalPt = new Vector3(normal.x, normal.y, normal.z);
546
- // // // const mat = new Matrix4().setPosition(point).scale(new Vector3(radius, radius, radius));
547
- // // // hitPoint.applyMatrix4(mat);
548
- // // console.log(hit.witness2)
549
- // // // hitPoint.add(point);
550
- // // const dist = hitPoint.distanceTo(point);
551
- // }
552
-
553
- // return this.rapierColliderArray;
554
- }
555
-
556
-
557
-
558
-
559
- // physics simulation
560
-
561
- enabled: boolean = false;
562
- /** Get access to the rapier world */
563
- public get world(): World | undefined { return this._world };
564
-
565
- private _tempPosition: Vector3 = new Vector3();
566
- private _tempQuaternion: Quaternion = new Quaternion();
567
- private _tempScale: Vector3 = new Vector3();
568
- private _tempMatrix: Matrix4 = new Matrix4();
569
-
570
- private static _didLoadPhysicsEngine: boolean = false;
571
-
572
- private _isUpdatingPhysicsWorld: boolean = false;
573
- get isUpdating(): boolean { return this._isUpdatingPhysicsWorld; }
574
-
575
-
576
- private _world?: World;
577
- private _hasCreatedWorld: boolean = false;
578
- private eventQueue?: EventQueue;
579
- private collisionHandler?: PhysicsCollisionHandler;
580
-
581
-
582
- private objects: IComponent[] = [];
583
- private bodies: PhysicsBody[] = [];
584
-
585
- private _meshCache: Map<string, Float32Array> = new Map<string, Float32Array>();
586
-
587
- private _gravity = { x: 0.0, y: -9.81, z: 0.0 };
588
-
589
- get gravity() {
590
- return this.world?.gravity ?? this._gravity;
591
- }
592
-
593
- set gravity(value: Vec3) {
594
- if (this.world) {
595
- this.world.gravity = value;
596
- }
597
- else {
598
- this._gravity = value;
599
- }
600
- }
601
-
602
- clearCaches() {
603
- this._meshCache.clear();
604
- if (this.eventQueue?.raw)
605
- this.eventQueue?.free();
606
- if (this.world?.bodies)
607
- this.world?.free();
608
- }
609
-
610
- async addBoxCollider(collider: ICollider, size: Vector3) {
611
- if (!this._isInitialized)
612
- await this.initialize();
613
- if (!collider.activeAndEnabled) return;
614
-
615
- if (!this.enabled) {
616
- if (debugPhysics) console.warn("Physics are disabled");
617
- return;
618
- }
619
- const obj = collider.gameObject;
620
- const scale = getWorldScale(obj, this._tempPosition).multiply(size);
621
- scale.multiplyScalar(0.5);
622
-
623
- // prevent negative scale
624
- if (scale.x < 0) scale.x = Math.abs(scale.x);
625
- if (scale.y < 0) scale.y = Math.abs(scale.y);
626
- if (scale.z < 0) scale.z = Math.abs(scale.z);
627
-
628
- // prevent zero scale - seems normals are flipped otherwise
629
- const minSize = 0.0000001;
630
- if (scale.x < minSize) scale.x = minSize;
631
- if (scale.y < minSize) scale.y = minSize;
632
- if (scale.z < minSize) scale.z = minSize;
633
-
634
- const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.cuboid(scale.x, scale.y, scale.z);
635
- // const objectLayerMask = collider.gameObject.layers.mask;
636
- // const mask = objectLayerMask & ~2;
637
- // TODO: https://rapier.rs/docs/user_guides/javascript/colliders/#collision-groups-and-solver-groups
638
- // desc.setCollisionGroups(objectLayerMask);
639
- this.createCollider(collider, desc);
640
- }
641
-
642
- async addSphereCollider(collider: ICollider) {
643
- if (!this._isInitialized)
644
- await this.initialize();
645
- if (!collider.activeAndEnabled) return;
646
- if (!this.enabled) {
647
- if (debugPhysics) console.warn("Physics are disabled");
648
- return;
649
- }
650
- const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.ball(.5);
651
- this.createCollider(collider, desc);
652
- this.updateProperties(collider);
653
- }
654
-
655
- async addCapsuleCollider(collider: ICollider, height: number, radius: number) {
656
- if (!this._isInitialized)
657
- await this.initialize();
658
- if (!collider.activeAndEnabled) return;
659
- if (!this.enabled) {
660
- if (debugPhysics) console.warn("Physics are disabled");
661
- return;
662
- }
663
- const obj = collider.gameObject;
664
- const scale = obj.worldScale;
665
- // Prevent negative scales
666
- scale.x = Math.abs(scale.x);
667
- scale.y = Math.abs(scale.y);
668
- const finalRadius = radius * scale.x;
669
- // half height = distance between capsule origin and top sphere origin (not the top end of the capsule)
670
- height = Math.max(height, finalRadius);
671
- const hh = Mathf.clamp((height * .5 * scale.y) - (radius * scale.x), 0, Number.MAX_SAFE_INTEGER);
672
- const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.capsule(hh, finalRadius);
673
- this.createCollider(collider, desc);
674
- }
675
-
676
- async addMeshCollider(collider: ICollider, mesh: Mesh, convex: boolean, extraScale?: Vector3) {
677
-
678
- // capture the geometry before waiting for phyiscs engine
679
- let geo = mesh.geometry;
680
- if (!geo) {
681
- if (debugPhysics) console.warn("Missing mesh geometry", mesh.name);
682
- return;
683
- }
684
-
685
- // check if mesh is indexed, if not generate indices
686
- if (!geo.index?.array?.length) {
687
- console.warn(`Your MeshCollider is missing vertices or indices in the assined mesh \"${mesh.name}\". Consider providing an indexed geometry.`);
688
- geo = BufferGeometryUtils.mergeVertices(geo);
689
- }
690
-
691
- let positions: Float32Array | null = null;
692
-
693
- const positionAttribute = geo.getAttribute("position") as BufferAttribute | InterleavedBufferAttribute;
694
- if (positionAttribute instanceof InterleavedBufferAttribute) {
695
- const count = positionAttribute.count;
696
- positions = new Float32Array(count * 3);
697
- for (let i = 0; i < count; i++) {
698
- const x = positionAttribute.getX(i);
699
- const y = positionAttribute.getY(i);
700
- const z = positionAttribute.getZ(i);
701
- positions[i * 3] = x;
702
- positions[i * 3 + 1] = y;
703
- positions[i * 3 + 2] = z;
704
- }
705
- }
706
- else {
707
- positions = positionAttribute.array as Float32Array;
708
- }
709
-
710
- await this.initialize();
711
-
712
- if (!this.enabled) {
713
- if (debugPhysics) console.warn("Physics are disabled");
714
- return;
715
- }
716
-
717
- if (!collider.activeAndEnabled) return;
718
-
719
-
720
- // let positions = geo.getAttribute("position").array as Float32Array;
721
- const indices = geo.index?.array as Uint32Array;
722
-
723
- const scale = collider.gameObject.worldScale.clone();
724
- if (extraScale) scale.multiply(extraScale);
725
-
726
- // scaling seems not supported yet https://github.com/dimforge/rapier/issues/243
727
- if (Math.abs(scale.x - 1) > 0.0001 || Math.abs(scale.y - 1) > 0.0001 || Math.abs(scale.z - 1) > 0.0001) {
728
- const key = `${geo.uuid}_${scale.x}_${scale.y}_${scale.z}_${convex}`;
729
- if (this._meshCache.has(key)) {
730
- if (debugPhysics) console.warn("Use cached mesh collider")
731
- positions = this._meshCache.get(key)!;
732
- }
733
- else {
734
- if (debugPhysics || isDevEnvironment()) console.debug(`[Performance] Your MeshCollider \"${collider.name}\" is scaled: consider applying the scale to the collider mesh instead (${scale.x}, ${scale.y}, ${scale.z})`);
735
- const scaledPositions = new Float32Array(positions.length);
736
- for (let i = 0; i < positions.length; i += 3) {
737
- scaledPositions[i] = positions[i] * scale.x;
738
- scaledPositions[i + 1] = positions[i + 1] * scale.y;
739
- scaledPositions[i + 2] = positions[i + 2] * scale.z;
740
- }
741
- positions = scaledPositions;
742
- this._meshCache.set(key, scaledPositions);
743
- }
744
- }
745
- const desc = convex
746
- ? MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.convexHull(positions)
747
- : MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.trimesh(positions, indices);
748
- if (desc) {
749
- this.createCollider(collider, desc);
750
- // col.setMassProperties(1, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0, w: 1 });
751
- // rb?.setTranslation({ x: 0, y: 2, z: 0 });
752
- // col.setTranslationWrtParent(new Vector3(0,2,0));
753
-
754
- }
755
- }
756
-
757
- updatePhysicsMaterial(col: ICollider) {
758
- if (!col) return;
759
- const physicsMaterial = col.sharedMaterial;
760
- const rapier_collider = col[$bodyKey] as Collider;
761
- if (!rapier_collider) return;
762
-
763
- if (physicsMaterial) {
764
- if (physicsMaterial.bounciness !== undefined)
765
- rapier_collider.setRestitution(physicsMaterial.bounciness);
766
-
767
- if (physicsMaterial.bounceCombine !== undefined) {
768
- switch (physicsMaterial.bounceCombine) {
769
- case PhysicsMaterialCombine.Average:
770
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
771
- break;
772
- case PhysicsMaterialCombine.Maximum:
773
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
774
- break;
775
- case PhysicsMaterialCombine.Minimum:
776
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
777
- break;
778
- case PhysicsMaterialCombine.Multiply:
779
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
780
- break;
781
- }
782
- }
783
-
784
- if (physicsMaterial.dynamicFriction !== undefined)
785
- rapier_collider.setFriction(physicsMaterial.dynamicFriction);
786
-
787
- if (physicsMaterial.frictionCombine !== undefined) {
788
- switch (physicsMaterial.frictionCombine) {
789
- case PhysicsMaterialCombine.Average:
790
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
791
- break;
792
- case PhysicsMaterialCombine.Maximum:
793
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
794
- break;
795
- case PhysicsMaterialCombine.Minimum:
796
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
797
- break;
798
- case PhysicsMaterialCombine.Multiply:
799
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
800
- break;
801
- }
802
- }
803
- }
804
- }
805
-
806
- /** Get the rapier body for a Needle component */
807
- getBody(obj: ICollider | IRigidbody): null | any {
808
- if (!obj) return null;
809
- const body = obj[$bodyKey];
810
- return body;
811
- }
812
-
813
- /** Get the Needle Engine component for a rapier object */
814
- getComponent(rapierObject: object): IComponent | null {
815
- if (!rapierObject) return null;
816
- const component = rapierObject[$componentKey];
817
- return component;
818
- }
819
-
820
- private createCollider(collider: ICollider, desc: ColliderDesc) {
821
- if (!this.world) throw new Error("Physics world not initialized");
822
- const matrix = this._tempMatrix;
823
- let rigidBody: RigidBody | undefined = undefined;
824
- if (!collider.attachedRigidbody) {
825
- if (debugPhysics) console.log("Create collider without rigidbody", collider.name);
826
- matrix.makeRotationFromQuaternion(getWorldQuaternion(collider.gameObject));
827
- matrix.setPosition(getWorldPosition(collider.gameObject));
828
- }
829
- else {
830
- rigidBody = this.getRigidbody(collider, this._tempMatrix);
831
- }
832
-
833
- matrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
834
- this.tryApplyCenter(collider, this._tempPosition);
835
- desc.setTranslation(this._tempPosition.x, this._tempPosition.y, this._tempPosition.z);
836
- desc.setRotation(this._tempQuaternion);
837
- desc.setSensor(collider.isTrigger);
838
-
839
- // TODO: we might want to update this if the material changes
840
- const physicsMaterial = collider.sharedMaterial;
841
- if (physicsMaterial) {
842
-
843
- if (physicsMaterial.bounciness !== undefined)
844
- desc.setRestitution(physicsMaterial.bounciness);
845
-
846
- if (physicsMaterial.bounceCombine !== undefined) {
847
- switch (physicsMaterial.bounceCombine) {
848
- case PhysicsMaterialCombine.Average:
849
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
850
- break;
851
- case PhysicsMaterialCombine.Maximum:
852
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
853
- break;
854
- case PhysicsMaterialCombine.Minimum:
855
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
856
- break;
857
- case PhysicsMaterialCombine.Multiply:
858
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
859
- break;
860
- }
861
- }
862
-
863
- if (physicsMaterial.dynamicFriction !== undefined)
864
- desc.setFriction(physicsMaterial.dynamicFriction);
865
-
866
- if (physicsMaterial.frictionCombine !== undefined) {
867
- switch (physicsMaterial.frictionCombine) {
868
- case PhysicsMaterialCombine.Average:
869
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
870
- break;
871
- case PhysicsMaterialCombine.Maximum:
872
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
873
- break;
874
- case PhysicsMaterialCombine.Minimum:
875
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
876
- break;
877
- case PhysicsMaterialCombine.Multiply:
878
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
879
- break;
880
- }
881
- }
882
- }
883
-
884
- // if we want to use explicit mass properties, we need to set the collider density to 0
885
- // otherwise rapier will compute the mass properties based on the collider shape and density
886
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
887
- if (collider.attachedRigidbody?.autoMass === false) {
888
- desc.setDensity(.000001);
889
- desc.setMass(.000001);
890
- }
891
-
892
- try {
893
- const col = this.world.createCollider(desc, rigidBody);
894
- col[$componentKey] = collider;
895
- collider[$bodyKey] = col;
896
- col.setActiveEvents(MODULES.RAPIER_PHYSICS.MODULE.ActiveEvents.COLLISION_EVENTS);
897
- // We want to receive collisitons between two triggers too
898
- col.setActiveCollisionTypes(MODULES.RAPIER_PHYSICS.MODULE.ActiveCollisionTypes.ALL);
899
- this.objects.push(collider);
900
- this.bodies.push(col);
901
-
902
- // set the collider layers
903
- this.updateColliderCollisionGroups(collider);
904
-
905
- if (debugPhysics) console.log("Created collider", collider.name, col);
906
-
907
- return col;
908
- }
909
- catch (e) {
910
- console.error("Error creating collider \"" + collider.name + "\"\nError:", e);
911
- return null;
912
- }
913
- }
914
-
915
- /**
916
- * Updates the collision groups of a collider.
917
- *
918
- * @param collider - The collider to update.
919
- */
920
- private updateColliderCollisionGroups(collider: ICollider) {
921
- const body = collider[$bodyKey] as Collider;
922
- const members = collider.membership;
923
- let memberMask = 0;
924
- if (members == undefined) {
925
- memberMask = 0xffff;
926
- }
927
- else {
928
- for (let i = 0; i < members.length; i++) {
929
- const member = members[i];
930
- if (member > 31) console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
931
- else memberMask |= 1 << Math.floor(member);
932
- }
933
- }
934
-
935
- const mask = collider.filter;
936
- let filterMask = 0;
937
- if (mask == undefined) {
938
- filterMask = 0xffff;
939
- }
940
- else {
941
- for (let i = 0; i < mask.length; i++) {
942
- const member = mask[i];
943
- if (member > 31) console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
944
- else filterMask |= 1 << Math.floor(member);
945
- }
946
- }
947
- body.setCollisionGroups((memberMask << 16) | filterMask);
948
- }
949
-
950
- private getRigidbody(collider: ICollider, _matrix: Matrix4): RigidBody {
951
-
952
- if (!this.world) throw new Error("Physics world not initialized");
953
- let rigidBody: RigidBody | null = null;
954
-
955
- if (collider.attachedRigidbody) {
956
- const rb = collider.attachedRigidbody;
957
- rigidBody = rb[$bodyKey];
958
- if (!rigidBody) {
959
- const kinematic = rb.isKinematic && !debugColliderPlacement;
960
- if (debugPhysics)
961
- console.log("Create rigidbody", kinematic);
962
- const rigidBodyDesc = (kinematic ? MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased() : MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.dynamic()) as RigidBodyDesc;
963
- const pos = getWorldPosition(collider.attachedRigidbody.gameObject);
964
- rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
965
- rigidBodyDesc.setRotation(getWorldQuaternion(collider.attachedRigidbody.gameObject));
966
- rigidBodyDesc.centerOfMass = new MODULES.RAPIER_PHYSICS.MODULE.Vector3(rb.centerOfMass.x, rb.centerOfMass.y, rb.centerOfMass.z);
967
- rigidBody = this.world.createRigidBody(rigidBodyDesc);
968
- this.bodies.push(rigidBody);
969
- this.objects.push(rb);
970
- }
971
- rigidBody[$componentKey] = rb;
972
- rb[$bodyKey] = rigidBody;
973
- this.internalUpdateRigidbodyProperties(rb, rigidBody);
974
- this.getRigidbodyRelativeMatrix(collider.gameObject, rb.gameObject, _matrix);
975
- collider[$colliderRigidbody] = rigidBody;
976
- }
977
- else {
978
- const rigidBodyDesc = MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased();
979
- const pos = getWorldPosition(collider.gameObject);
980
- rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
981
- rigidBodyDesc.setRotation(getWorldQuaternion(collider.gameObject));
982
- rigidBody = this.world.createRigidBody(rigidBodyDesc);
983
- _matrix.identity();
984
- rigidBody[$componentKey] = null;
985
- }
986
-
987
-
988
- return rigidBody;
989
- }
990
-
991
- private internal_getRigidbody(rb: IRigidbody | ICollider): RigidBody | null {
992
- if ((rb as ICollider).isCollider === true) return rb[$colliderRigidbody] as RigidBody;
993
- return rb[$bodyKey] as RigidBody;
994
- }
995
-
996
- private internalUpdateColliderProperties(col: ICollider, collider: Collider) {
997
- const shape = collider.shape;
998
- let sizeHasChanged = false;
999
- switch (shape.type) {
1000
- // Sphere Collider
1001
- case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Ball:
1002
- {
1003
- const ball = shape as Ball;
1004
- const sc = col as ISphereCollider;
1005
- const obj = col.gameObject;
1006
- const scale = getWorldScale(obj, this._tempPosition);
1007
- const radius = Math.abs(sc.radius * scale.x);
1008
- sizeHasChanged = ball.radius !== radius;
1009
- ball.radius = radius;
1010
- if (sizeHasChanged) {
1011
- collider.setShape(ball);
1012
- }
1013
- break;
1014
- }
1015
- case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Cuboid:
1016
- const cuboid = shape as Cuboid;
1017
- const sc = col as IBoxCollider;
1018
- const obj = col.gameObject;
1019
- const scale = getWorldScale(obj, this._tempPosition);
1020
- const newX = Math.abs(sc.size.x * 0.5 * scale.x);
1021
- const newY = Math.abs(sc.size.y * 0.5 * scale.y);
1022
- const newZ = Math.abs(sc.size.z * 0.5 * scale.z);
1023
- sizeHasChanged = cuboid.halfExtents.x !== newX || cuboid.halfExtents.y !== newY || cuboid.halfExtents.z !== newZ;
1024
- cuboid.halfExtents.x = newX;
1025
- cuboid.halfExtents.y = newY;
1026
- cuboid.halfExtents.z = newZ;
1027
- if (sizeHasChanged) {
1028
- collider.setShape(cuboid);
1029
- }
1030
- break;
1031
- }
1032
-
1033
- if (sizeHasChanged) {
1034
- const rb = col.attachedRigidbody;
1035
- if (rb?.autoMass) {
1036
- const ph = this.getBody(rb) as RigidBody
1037
- ph?.recomputeMassPropertiesFromColliders();
1038
- }
1039
- }
1040
-
1041
- this.updateColliderCollisionGroups(col);
1042
-
1043
- if (col.isTrigger !== collider.isSensor())
1044
- collider.setSensor(col.isTrigger);
1045
- }
1046
-
1047
- private internalUpdateRigidbodyProperties(rb: IRigidbody, rigidbody: RigidBody) {
1048
- // continuous collision detection
1049
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection
1050
- rigidbody.enableCcd(rb.collisionDetectionMode !== CollisionDetectionMode.Discrete);
1051
- rigidbody.setLinearDamping(rb.drag);
1052
- rigidbody.setAngularDamping(rb.angularDrag);
1053
- rigidbody.setGravityScale(rb.useGravity ? rb.gravityScale : 0, true);
1054
-
1055
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
1056
- if (rb.dominanceGroup <= 127 && rb.dominanceGroup >= -127)
1057
- rigidbody.setDominanceGroup(Math.floor(rb.dominanceGroup))
1058
- else rigidbody.setDominanceGroup(0);
1059
-
1060
- if (rb.autoMass) {
1061
- rigidbody.setAdditionalMass(0, false);
1062
- for (let i = 0; i < rigidbody.numColliders(); i++) {
1063
- const col = rigidbody.collider(i);
1064
- col.setDensity(1);
1065
- }
1066
- rigidbody.recomputeMassPropertiesFromColliders();
1067
- }
1068
- else {
1069
- rigidbody.setAdditionalMass(rb.mass, false);
1070
- for (let i = 0; i < rigidbody.numColliders(); i++) {
1071
- const col = rigidbody.collider(i);
1072
- col.setDensity(0.0000001);
1073
- }
1074
- rigidbody.recomputeMassPropertiesFromColliders();
1075
- }
1076
-
1077
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
1078
- // rigidbody.setAdditionalMass(rb.mass, true);
1079
- // for (let i = 0; i < rigidbody.numColliders(); i++) {
1080
- // const collider = rigidbody.collider(i);
1081
- // if (collider) {
1082
- // collider.setMass(rb.mass);
1083
- // // const density = rb.mass / collider.shape.computeMassProperties().mass;
1084
- // }
1085
- // }
1086
-
1087
- // lock rotations
1088
- rigidbody.setEnabledRotations(!rb.lockRotationX, !rb.lockRotationY, !rb.lockRotationZ, false);
1089
- rigidbody.setEnabledTranslations(!rb.lockPositionX, !rb.lockPositionY, !rb.lockPositionZ, false);
1090
-
1091
- if (rb.isKinematic) {
1092
- rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased, false);
1093
- }
1094
- else {
1095
- rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Dynamic, false);
1096
- }
1097
- }
1098
-
1099
- // private _lastStepTime: number | undefined = 0;
1100
- private lines?: LineSegments;
1101
-
1102
- public step(dt?: number) {
1103
- if (!this.world) return;
1104
- if (!this.enabled) return;
1105
- this._isUpdatingPhysicsWorld = true;
1106
- if (!this.eventQueue) {
1107
- this.eventQueue = new MODULES.RAPIER_PHYSICS.MODULE.EventQueue(false);
1108
- }
1109
- if (dt === undefined || dt <= 0) {
1110
- this._isUpdatingPhysicsWorld = false;
1111
- return;
1112
- }
1113
- else if (dt !== undefined) {
1114
- // if we make to sudden changes to the timestep the physics can get unstable
1115
- // https://rapier.rs/docs/user_guides/javascript/integration_parameters/#dt
1116
- const newTimestamp = Mathf.lerp(this.world.timestep, dt, 0.8);
1117
- this.world.timestep = newTimestamp;
1118
- }
1119
- try {
1120
- this.world.step(this.eventQueue);
1121
- }
1122
- catch (e) {
1123
- console.warn("Error running physics step", { timestep: this.world.timestep }, e);
1124
- }
1125
- this._isUpdatingPhysicsWorld = false;
1126
- }
1127
-
1128
- public postStep() {
1129
- if (!this.world) return;
1130
- if (!this.enabled) return;
1131
- this._isUpdatingPhysicsWorld = true;
1132
- this.syncObjects();
1133
- this._isUpdatingPhysicsWorld = false;
1134
-
1135
- if (this.eventQueue && !this.collisionHandler) {
1136
- this.collisionHandler = new PhysicsCollisionHandler(this.world, this.eventQueue);
1137
- }
1138
- if (this.collisionHandler) {
1139
- this.collisionHandler.handleCollisionEvents();
1140
- this.collisionHandler.update();
1141
- }
1142
- this.updateDebugRendering(this.world);
1143
- }
1144
-
1145
- private updateDebugRendering(world: World) {
1146
- if (debugPhysics || debugColliderPlacement || showColliders || this.debugRenderColliders === true) {
1147
- if (!this.lines) {
1148
- const material = new LineBasicMaterial({
1149
- color: 0x77dd77,
1150
- fog: false,
1151
- // vertexColors: VertexColors
1152
- });
1153
- const geometry = new BufferGeometry();
1154
- this.lines = new LineSegments(geometry, material);
1155
- this.lines.layers.disableAll();
1156
- this.lines.layers.enable(2);
1157
- }
1158
- if (this.lines.parent !== this.context?.scene)
1159
- this.context?.scene.add(this.lines);
1160
- const buffers = world.debugRender();
1161
- this.lines.geometry.setAttribute('position', new BufferAttribute(buffers.vertices, 3));
1162
- this.lines.geometry.setAttribute('color', new BufferAttribute(buffers.colors, 4));
1163
- // If a scene has no colliders at all at the start of the scene
1164
- // the bounding sphere radius will be 0 and the lines will not be rendered
1165
- // so we need to update the bounding sphere (perhaps it's enough to do this once...)
1166
- if (this.context!.time.frame % 30 === 0 || this.lines.geometry.boundingSphere?.radius === 0) {
1167
- this.lines.geometry.computeBoundingSphere();
1168
- }
1169
- }
1170
- else {
1171
- if (this.lines) {
1172
- this.context?.scene.remove(this.lines);
1173
- }
1174
- }
1175
- }
1176
-
1177
- /** sync rendered objects with physics world (except for colliders without rigidbody) */
1178
- private syncObjects() {
1179
- if (debugColliderPlacement) return;
1180
- for (let i = 0; i < this.bodies.length; i++) {
1181
- const obj = this.objects[i];
1182
- const body = this.bodies[i] as Collider;
1183
-
1184
- // if the collider is not attached to a rigidbody
1185
- // it means that its kinematic so we need to update its position
1186
- const col = (obj as ICollider);
1187
- if (col?.isCollider === true && !col.attachedRigidbody) {
1188
- const rigidbody = body.parent();
1189
- if (rigidbody)
1190
- this.syncPhysicsBody(obj.gameObject, rigidbody, true, true);
1191
- else
1192
- this.syncPhysicsBody(obj.gameObject, body, true, true);
1193
- continue;
1194
- }
1195
-
1196
-
1197
- // sync
1198
- const pos = body.translation();
1199
- const rot = body.rotation();
1200
- if (Number.isNaN(pos.x) || Number.isNaN(rot.x)) {
1201
- if (!col["__COLLIDER_NAN"] && isDevEnvironment()) {
1202
- console.warn("Collider has NaN values", col.name, col.gameObject, body);
1203
- col["__COLLIDER_NAN"] = true;
1204
- }
1205
- continue;
1206
- }
1207
-
1208
- // make sure to keep the collider offset
1209
- const center = obj["center"] as Vector3;
1210
- if (center && center.isVector3) {
1211
- this._tempQuaternion.set(rot.x, rot.y, rot.z, rot.w);
1212
- const offset = this._tempPosition.copy(center).applyQuaternion(this._tempQuaternion);
1213
- const scale = getWorldScale(obj.gameObject);
1214
- offset.multiply(scale);
1215
- pos.x -= offset.x;
1216
- pos.y -= offset.y;
1217
- pos.z -= offset.z;
1218
- }
1219
- setWorldPositionXYZ(obj.gameObject, pos.x, pos.y, pos.z);
1220
- setWorldQuaternionXYZW(obj.gameObject, rot.x, rot.y, rot.z, rot.w);
1221
- }
1222
- }
1223
-
1224
- private syncPhysicsBody(obj: Object3D, body: RigidBody | Collider, translation: boolean, rotation: boolean) {
1225
-
1226
- // const bodyType = body.bodyType();
1227
- // const previous = physicsBody.translation();
1228
- // const vel = physicsBody.linvel();
1229
-
1230
- if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
1231
- const worldPosition = getWorldPosition(obj, this._tempPosition);
1232
- const worldQuaternion = getWorldQuaternion(obj, this._tempQuaternion);
1233
- const type = body.bodyType();
1234
- switch (type) {
1235
- case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Fixed:
1236
- case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased:
1237
- case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicVelocityBased:
1238
- if (translation)
1239
- body.setNextKinematicTranslation(worldPosition);
1240
- if (rotation)
1241
- body.setNextKinematicRotation(worldQuaternion);
1242
- break;
1243
- default:
1244
- if (translation)
1245
- body.setTranslation(worldPosition, false);
1246
- if (rotation)
1247
- body.setRotation(worldQuaternion, false);
1248
- break;
1249
-
1250
- }
1251
- }
1252
- else if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
1253
- if (obj.matrixWorldNeedsUpdate) {
1254
- obj.updateWorldMatrix(true, false);
1255
- }
1256
- obj.matrixWorld.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1257
- const wp = this._tempPosition;
1258
- const wq = this._tempQuaternion;
1259
- // const wp = getWorldPosition(obj, this._tempPosition);
1260
- // const wq = getWorldQuaternion(obj, this._tempQuaternion);
1261
- const collider = body[$componentKey] as ICollider;
1262
- this.tryApplyCenter(collider, wp);
1263
-
1264
- // we need to check if translation or rotation have changed, otherwise the physics engine will wakeup rigidbody that are in contact with this collider
1265
- if (translation) {
1266
- const ct = body.translation();
1267
- if (ct.x !== wp.x || ct.y !== wp.y || ct.z !== wp.z)
1268
- body.setTranslation(wp);
1269
- }
1270
- if (rotation) {
1271
- const cr = body.rotation();
1272
- if (cr.x !== wq.x || cr.y !== wq.y || cr.z !== wq.z || cr.w !== wq.w)
1273
- body.setRotation(wq);
1274
- }
1275
- }
1276
-
1277
- // physicsBody.setBodyType(RAPIER.RigidBodyType.Fixed);
1278
- // physicsBody.setLinvel(vel, false);
1279
-
1280
- // update velocity
1281
- // const pos = physicsBody.translation();
1282
- // pos.x -= previous.x;
1283
- // pos.y -= previous.y;
1284
- // pos.z -= previous.z;
1285
- // // threhold
1286
- // const t = 1;
1287
- // const canUpdateVelocity = Math.abs(pos.x) < t && Math.abs(pos.y) < t && Math.abs(pos.z) < t;
1288
- // if (canUpdateVelocity) {
1289
- // const damping = 1 + this.context.time.deltaTime;
1290
- // vel.x *= damping;
1291
- // vel.y *= damping;
1292
- // vel.z *= damping;
1293
- // vel.x += pos.x;
1294
- // vel.y += pos.y;
1295
- // vel.z += pos.z;
1296
- // console.log(vel);
1297
- // physicsBody.setLinvel(vel, true);
1298
- // }
1299
- // else if(debugPhysics) console.warn("Movement exceeded threshold, not updating velocity", pos);
1300
-
1301
- // body.setBodyType(bodyType);
1302
- }
1303
-
1304
- private readonly _tempCenterPos: Vector3 = new Vector3();
1305
- private readonly _tempCenterVec: Vector3 = new Vector3();
1306
- private readonly _tempCenterQuaternion: Quaternion = new Quaternion();
1307
- private tryApplyCenter(collider: ICollider, targetVector: Vector3) {
1308
- const center = collider.center;
1309
- if (center && collider.gameObject) {
1310
- if (center.x !== 0 || center.y !== 0 || center.z !== 0) {
1311
- // TODO: fix export of center in editor integrations so we dont have to flip here
1312
- this._tempCenterPos.x = center.x;
1313
- this._tempCenterPos.y = center.y;
1314
- this._tempCenterPos.z = center.z;
1315
- getWorldScale(collider.gameObject, this._tempCenterVec);
1316
- this._tempCenterPos.multiply(this._tempCenterVec);
1317
- if (!collider.attachedRigidbody) {
1318
- getWorldQuaternion(collider.gameObject, this._tempCenterQuaternion);
1319
- this._tempCenterPos.applyQuaternion(this._tempCenterQuaternion);
1320
- }
1321
- else {
1322
- this._tempCenterPos.applyQuaternion(collider.gameObject.quaternion);
1323
- }
1324
- targetVector.x += this._tempCenterPos.x;
1325
- targetVector.y += this._tempCenterPos.y;
1326
- targetVector.z += this._tempCenterPos.z;
1327
- }
1328
- }
1329
- }
1330
-
1331
- private static _matricesBuffer: Matrix4[] = [];
1332
- private getRigidbodyRelativeMatrix(comp: Object3D, rigidbody: Object3D, mat: Matrix4, matrices?: Matrix4[]): Matrix4 {
1333
- // collect all matrices to the rigidbody and then build the rigidbody relative matrix
1334
- if (matrices === undefined) {
1335
- matrices = RapierPhysics._matricesBuffer;
1336
- matrices.length = 0;
1337
- }
1338
- if (comp === rigidbody) {
1339
- const scale = getWorldScale(comp, this._tempPosition);
1340
- mat.makeScale(scale.x, scale.y, scale.z);
1341
- for (let i = matrices.length - 1; i >= 0; i--) {
1342
- mat.multiply(matrices[i]);
1343
- }
1344
- return mat;
1345
- }
1346
- matrices.push(comp.matrix);
1347
- if (comp.parent) {
1348
- this.getRigidbodyRelativeMatrix(comp.parent, rigidbody, mat, matrices);
1349
- }
1350
- return mat;
1351
- }
1352
-
1353
- private static centerConnectionPos = { x: 0, y: 0, z: 0 };
1354
- private static centerConnectionRot = { x: 0, y: 0, z: 0, w: 1 };
1355
-
1356
-
1357
-
1358
- addFixedJoint(body1: IRigidbody, body2: IRigidbody) {
1359
- if (!this.world) {
1360
- console.error("Physics world not initialized");
1361
- return;
1362
- }
1363
- const b1 = body1[$bodyKey] as RigidBody;
1364
- const b2 = body2[$bodyKey] as RigidBody;
1365
-
1366
- this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1367
- this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1368
-
1369
- const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.fixed(
1370
- RapierPhysics.centerConnectionPos, RapierPhysics.centerConnectionRot,
1371
- this._tempPosition, this._tempQuaternion,
1372
- );
1373
- const joint = this.world.createImpulseJoint(params, b1, b2, true);
1374
- if (debugPhysics)
1375
- console.log("ADD FIXED JOINT", joint)
1376
- }
1377
-
1378
-
1379
- /** The joint prevents any relative movement between two rigid-bodies, except for relative rotations along one axis. This is typically used to simulate wheels, fans, etc. They are characterized by one local anchor as well as one local axis on each rigid-body. */
1380
- addHingeJoint(body1: IRigidbody, body2: IRigidbody, anchor: { x: number, y: number, z: number }, axis: { x: number, y: number, z: number }) {
1381
- if (!this.world) {
1382
- console.error("Physics world not initialized");
1383
- return;
1384
- }
1385
- const b1 = body1[$bodyKey] as RigidBody;
1386
- const b2 = body2[$bodyKey] as RigidBody;
1387
-
1388
- this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1389
- this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1390
-
1391
- const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.revolute(anchor, this._tempPosition, axis);
1392
- const joint = this.world.createImpulseJoint(params, b1, b2, true);
1393
- if (debugPhysics)
1394
- console.log("ADD HINGE JOINT", joint)
1395
- }
1396
-
1397
-
1398
- private calculateJointRelativeMatrices(body1: IGameObject, body2: IGameObject, mat: Matrix4) {
1399
- body1.updateWorldMatrix(true, false);
1400
- body2.updateWorldMatrix(true, false);
1401
- const world1 = body1.matrixWorld;
1402
- const world2 = body2.matrixWorld;
1403
- // set scale to 1
1404
- world1.elements[0] = 1;
1405
- world1.elements[5] = 1;
1406
- world1.elements[10] = 1;
1407
- world2.elements[0] = 1;
1408
- world2.elements[5] = 1;
1409
- world2.elements[10] = 1;
1410
- mat.copy(world2).premultiply(world1.invert()).invert();
1411
- }
1412
- }
1413
-
1414
-
1415
-
1416
- /** responsible of processing collision events for the component system */
1417
- class PhysicsCollisionHandler {
1418
-
1419
- readonly world: World;
1420
- readonly eventQueue: EventQueue;
1421
-
1422
- constructor(world: World, eventQueue: EventQueue) {
1423
- this.world = world;
1424
- this.eventQueue = eventQueue;
1425
- }
1426
-
1427
- private activeCollisions: Array<{ collider: ICollider, component: IComponent, collision: Collision }> = [];
1428
- private activeCollisionsStay: Array<{ collider: ICollider, component: IComponent, collision: Collision }> = [];
1429
- private activeTriggers: Array<{ collider: ICollider, component: IComponent, otherCollider: ICollider }> = [];
1430
-
1431
- handleCollisionEvents() {
1432
- if (!this.eventQueue) return;
1433
- if (!this.world) return;
1434
- this.eventQueue.drainCollisionEvents((handle1, handle2, started) => {
1435
- const col1 = this.world!.getCollider(handle1);
1436
- const col2 = this.world!.getCollider(handle2);
1437
- if (!col1 || !col2) return;
1438
- const colliderComponent1 = col1[$componentKey];
1439
- const colliderComponent2 = col2[$componentKey];
1440
- if (debugCollisions)
1441
- console.log("EVT", colliderComponent1.name, colliderComponent2.name, started, col1, col2);
1442
- if (colliderComponent1 && colliderComponent2) {
1443
- if (started) {
1444
- this.onCollisionStarted(colliderComponent1, col1, colliderComponent2, col2);
1445
- this.onCollisionStarted(colliderComponent2, col2, colliderComponent1, col1);
1446
- }
1447
- else {
1448
- this.onCollisionEnded(colliderComponent1, colliderComponent2);
1449
- this.onCollisionEnded(colliderComponent2, colliderComponent1);
1450
- }
1451
- }
1452
- });
1453
- }
1454
-
1455
- update() {
1456
- this.onHandleCollisionStay();
1457
- }
1458
-
1459
- private onCollisionStarted(self: ICollider, selfBody: Collider, other: ICollider, otherBody: Collider) {
1460
- let collision: Collision | null = null;
1461
-
1462
- // if one is a trigger we dont get collisions but want to raise the trigger events
1463
- if (self.isTrigger || other.isTrigger) {
1464
- foreachComponent(self.gameObject, (c: IComponent) => {
1465
- if (c.onTriggerEnter && !c.destroyed) {
1466
- c.onTriggerEnter(other);
1467
- }
1468
- this.activeTriggers.push({ collider: self, component: c, otherCollider: other });
1469
- });
1470
- }
1471
- else {
1472
- const object = self.gameObject;
1473
- // TODO: we dont respect the flip value here!
1474
- this.world.contactPair(selfBody, otherBody, (manifold, _flipped) => {
1475
- foreachComponent(object, (c: IComponent) => {
1476
- if (c.destroyed) return;
1477
- const hasDeclaredEventMethod = c.onCollisionEnter || c.onCollisionStay || c.onCollisionExit;
1478
- if (hasDeclaredEventMethod || debugCollisions) {
1479
- if (!collision) {
1480
- const contacts: Array<ContactPoint> = [];
1481
- const normal = manifold.normal();
1482
- // invert the normal for convex MeshColliders, NE-2680
1483
- if (other instanceof MeshCollider && other.convex) {
1484
- normal.x = -normal.x;
1485
- normal.y = -normal.y;
1486
- normal.z = -normal.z;
1487
- }
1488
- for (let i = 0; i < manifold.numSolverContacts(); i++) {
1489
- // solver points are in world space
1490
- // https://rapier.rs/docs/user_guides/javascript/advanced_collision_detection_js#the-contact-graph
1491
- const pt = manifold.solverContactPoint(i);
1492
- const impulse = manifold.contactImpulse(i);
1493
- if (pt) {
1494
- const dist = manifold.contactDist(i);
1495
- const friction = manifold.solverContactFriction(i);
1496
- const tangentVelocity = manifold.solverContactTangentVelocity(i);
1497
- const contact = new ContactPoint(pt, dist, normal, impulse, friction, tangentVelocity);
1498
- contacts.push(contact);
1499
- if (debugCollisions) {
1500
- Gizmos.DrawDirection(pt, normal, 0xff0000, 3, true);
1501
- }
1502
- }
1503
- }
1504
- collision = new Collision(object, other, contacts);
1505
- }
1506
-
1507
- // we only need to keep track if any event exists
1508
- if (hasDeclaredEventMethod) {
1509
- const info = { collider: self, component: c, collision };
1510
-
1511
- this.activeCollisions.push(info);
1512
- if (c.onCollisionStay) {
1513
- this.activeCollisionsStay.push(info);
1514
- }
1515
-
1516
- c.onCollisionEnter?.call(c, collision);
1517
- }
1518
-
1519
- }
1520
- });
1521
- });
1522
- }
1523
- }
1524
-
1525
- private onHandleCollisionStay() {
1526
- for (const active of this.activeCollisionsStay) {
1527
- const c = active.component;
1528
- if (c.destroyed) continue;
1529
- if (c.activeAndEnabled && c.onCollisionStay) {
1530
- if (active.collision.collider.destroyed) continue;
1531
- const arg = active.collision;
1532
- c.onCollisionStay(arg);
1533
- }
1534
- }
1535
- for (const active of this.activeTriggers) {
1536
- const c = active.component;
1537
- if (c.destroyed) continue;
1538
- if (c.activeAndEnabled && c.onTriggerStay) {
1539
- const arg = active.otherCollider;
1540
- if (arg.destroyed) continue;
1541
- c.onTriggerStay(arg);
1542
- }
1543
- }
1544
- }
1545
-
1546
- private onCollisionEnded(self: ICollider, other: ICollider) {
1547
- if (self.destroyed || other.destroyed) return;
1548
- for (let i = 0; i < this.activeCollisions.length; i++) {
1549
- const active = this.activeCollisions[i];
1550
- const collider = active.collider;
1551
- if (collider.destroyed || active.collision.collider.destroyed) {
1552
- this.activeCollisions.splice(i, 1);
1553
- i--;
1554
- continue;
1555
- }
1556
- if (collider === self && active.collision.collider === other) {
1557
- const c = active.component;
1558
- this.activeCollisions.splice(i, 1);
1559
- i--;
1560
- if (c.activeAndEnabled && c.onCollisionExit) {
1561
- const collision = active.collision;
1562
- c.onCollisionExit(collision);
1563
- }
1564
- }
1565
- }
1566
- for (let i = 0; i < this.activeCollisionsStay.length; i++) {
1567
- const active = this.activeCollisionsStay[i];
1568
- const collider = active.collider;
1569
- if (collider.destroyed || active.collision.collider.destroyed) {
1570
- this.activeCollisionsStay.splice(i, 1);
1571
- i--;
1572
- continue;
1573
- }
1574
- if (collider === self && active.collision.collider === other) {
1575
- const c = active.component;
1576
- this.activeCollisionsStay.splice(i, 1);
1577
- i--;
1578
- if (c.activeAndEnabled && c.onCollisionExit) {
1579
- const collision = active.collision;
1580
- c.onCollisionExit(collision);
1581
- }
1582
- }
1583
- }
1584
- for (let i = 0; i < this.activeTriggers.length; i++) {
1585
- const active = this.activeTriggers[i];
1586
- const collider = active.collider;
1587
- if (collider.destroyed || active.otherCollider.destroyed) {
1588
- this.activeTriggers.splice(i, 1);
1589
- i--;
1590
- continue;
1591
- }
1592
- if (collider === self && active.otherCollider === other) {
1593
- const c = active.component;
1594
- this.activeTriggers.splice(i, 1);
1595
- i--;
1596
- if (c.activeAndEnabled && c.onTriggerExit) {
1597
- const collision = active.otherCollider;
1598
- c.onTriggerExit(collision);
1599
- }
1600
- }
1601
- }
1602
- }
1603
- }
1
+ import type { Ball, Collider, ColliderDesc, Cuboid, EventQueue, QueryFilterFlags, Ray, RigidBody, RigidBodyDesc, World } from '@dimforge/rapier3d-compat';
2
+ import { BufferAttribute, BufferGeometry, InterleavedBufferAttribute, LineBasicMaterial, LineSegments, Matrix4, Mesh, Object3D, Quaternion, Vector3, Vector4Like } from 'three'
3
+ import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'
4
+
5
+ import { CollisionDetectionMode, PhysicsMaterialCombine } from '../engine/engine_physics.types.js';
6
+ import { MeshCollider } from '../engine-components/Collider.js';
7
+ import { isDevEnvironment } from './debug/debug.js';
8
+ import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
9
+ import { foreachComponent } from './engine_gameobject.js';
10
+ import { Gizmos } from './engine_gizmos.js';
11
+ import { Mathf } from './engine_math.js';
12
+ import { MODULES } from './engine_modules.js';
13
+ import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPositionXYZ, setWorldQuaternionXYZW } from "./engine_three_utils.js"
14
+ import type {
15
+ IBoxCollider,
16
+ ICollider,
17
+ IComponent,
18
+ IContext,
19
+ IGameObject,
20
+ IPhysicsEngine,
21
+ IRigidbody,
22
+ ISphereCollider,
23
+ Vec2,
24
+ Vec3,
25
+ } from './engine_types.js';
26
+ import { Collision, ContactPoint } from './engine_types.js';
27
+ import { ShapeOverlapResult } from './engine_types.js';
28
+ import { CircularBuffer, getParam } from "./engine_utils.js"
29
+
30
+ const debugPhysics = getParam("debugphysics");
31
+ const debugColliderPlacement = getParam("debugcolliderplacement");
32
+ const debugCollisions = getParam("debugcollisions");
33
+ const showColliders = getParam("showcolliders");
34
+ const showPhysicsRaycasts = getParam("debugraycasts");
35
+
36
+
37
+ /** on physics body and references the needle component */
38
+ const $componentKey = Symbol("needle component");
39
+ /** on needle component and references physics body */
40
+ const $bodyKey = Symbol("physics body");
41
+ const $colliderRigidbody = Symbol("rigidbody");
42
+
43
+
44
+ declare const NEEDLE_USE_RAPIER: boolean;
45
+ globalThis["NEEDLE_USE_RAPIER"] = globalThis["NEEDLE_USE_RAPIER"] !== undefined ? globalThis["NEEDLE_USE_RAPIER"] : true;
46
+ if (debugPhysics)
47
+ console.log("Use Rapier", NEEDLE_USE_RAPIER, globalThis["NEEDLE_USE_RAPIER"])
48
+
49
+ if (NEEDLE_USE_RAPIER) {
50
+ ContextRegistry.registerCallback(ContextEvent.ContextCreationStart, evt => {
51
+ if (debugPhysics)
52
+ console.log("Register rapier physics backend")
53
+ evt.context.physics.engine = new RapierPhysics(evt.context);
54
+ // We do not initialize physics immediately to avoid loading the physics engine if it is not needed
55
+ });
56
+ }
57
+
58
+
59
+ declare type PhysicsBody = {
60
+ translation(): { x: number, y: number, z: number }
61
+ rotation(): { x: number, y: number, z: number, w: number }
62
+ }
63
+
64
+ export class RapierPhysics implements IPhysicsEngine {
65
+
66
+ debugRenderColliders: boolean = false;
67
+ debugRenderRaycasts: boolean = false;
68
+
69
+ removeBody(obj: IComponent) {
70
+ if(debugPhysics) console.log("REMOVE BODY", obj?.name, obj[$bodyKey]);
71
+ if (!obj) return;
72
+ this.validate();
73
+ const body = obj[$bodyKey];
74
+ obj[$bodyKey] = null;
75
+ if (body && this.world) {
76
+ const index = this.objects.findIndex(o => o === obj);
77
+ if (index >= 0) {
78
+ const rapierBody = this.bodies[index];
79
+ // Remove references
80
+ this.bodies.splice(index, 1);
81
+ this.objects.splice(index, 1);
82
+
83
+
84
+ // Remove the collider from the physics world
85
+ if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
86
+ const rapierCollider = rapierBody as Collider;
87
+ this.world?.removeCollider(rapierCollider, true);
88
+
89
+ // also remove the rigidbody if it doesnt have colliders anymore
90
+ const rapierRigidbody: RigidBody | null = rapierCollider.parent();
91
+ if (rapierRigidbody && rapierRigidbody.numColliders() <= 0) {
92
+ const rigidbody = rapierRigidbody[$componentKey] as IRigidbody;
93
+ if (rigidbody) {
94
+ // If the collider was attached to a rigidbody and this rigidbody now has no colliders anymore we should ignore it - because the Rigidbody component will delete itself
95
+ }
96
+ else {
97
+ // But if there is no explicit rigidbody needle component then the colliders did create it implictly and thus we need to remove it here:
98
+ this.world?.removeRigidBody(rapierRigidbody);
99
+ }
100
+ }
101
+ }
102
+ // Remove the rigidbody from the physics world
103
+ else if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
104
+ if (rapierBody.numColliders() <= 0) {
105
+ this.world?.removeRigidBody(rapierBody);
106
+ }
107
+ else {
108
+ if (isDevEnvironment()) {
109
+ if (!rapierBody["did_log_removing"]) {
110
+ setTimeout(() => {
111
+ if (rapierBody.numColliders() > 0) {
112
+ rapierBody["did_log_removing"] = true;
113
+ console.warn("RapierPhysics: removing rigidbody with colliders from the physics world is not possible right now, please remove the colliders first");
114
+ }
115
+ }, 1);
116
+
117
+ }
118
+ }
119
+ }
120
+ }
121
+ }
122
+ }
123
+ }
124
+
125
+ updateBody(comp: ICollider | IRigidbody, translation: boolean, rotation: boolean) {
126
+ this.validate();
127
+ if (!this.enabled) return;
128
+ if (comp.destroyed || !comp.gameObject) return;
129
+ if (!translation && !rotation) return;
130
+
131
+ if ((comp as ICollider).isCollider === true) {
132
+ // const collider = comp as ICollider;
133
+ console.warn("TODO: implement updating collider position");
134
+ }
135
+ else {
136
+ const rigidbody = comp as IRigidbody;
137
+ const body = rigidbody[$bodyKey];
138
+ if (body) {
139
+ this.syncPhysicsBody(rigidbody.gameObject, body, translation, rotation);
140
+ }
141
+ }
142
+ }
143
+
144
+ updateProperties(obj: IRigidbody | ICollider) {
145
+ this.validate();
146
+
147
+ if ((obj as ICollider).isCollider) {
148
+ const col = obj as ICollider;
149
+ const body = col[$bodyKey];
150
+ if (body) {
151
+ this.internalUpdateColliderProperties(col, body);
152
+ if (col.sharedMaterial)
153
+ this.updatePhysicsMaterial(col);
154
+ }
155
+ }
156
+ else {
157
+ const rb = obj as IRigidbody;
158
+ const physicsBody = this.internal_getRigidbody(rb);
159
+ if (physicsBody) {
160
+ this.internalUpdateRigidbodyProperties(rb, physicsBody);
161
+ }
162
+ }
163
+ }
164
+ addForce(rigidbody: IRigidbody, force: Vec3, wakeup: boolean) {
165
+ this.validate();
166
+ const body = this.internal_getRigidbody(rigidbody);
167
+ if (body) body.addForce(force, wakeup)
168
+ else if (this._isInitialized) console.warn("Physics Body doesn't exist: can not apply force (does your object with the Rigidbody have a collider?)");
169
+ }
170
+ addImpulse(rigidbody: IRigidbody, force: Vec3, wakeup: boolean) {
171
+ this.validate();
172
+ const body = this.internal_getRigidbody(rigidbody);
173
+ if (body) body.applyImpulse(force, wakeup);
174
+ else if (this._isInitialized) console.warn("Physics Body doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
175
+ }
176
+ getLinearVelocity(comp: IRigidbody | ICollider): Vec3 | null {
177
+ this.validate();
178
+ const body = this.internal_getRigidbody(comp);
179
+ if (body) {
180
+ const vel = body.linvel();
181
+ return vel;
182
+ }
183
+ // else console.warn("Rigidbody doesn't exist: can not get linear velocity (does your object with the Rigidbody have a collider?)");
184
+ return null;
185
+ }
186
+ getAngularVelocity(rb: IRigidbody): Vec3 | null {
187
+ this.validate();
188
+ const body = this.internal_getRigidbody(rb);
189
+ if (body) {
190
+ const vel = body.angvel();
191
+ return vel;
192
+ }
193
+ // else console.warn("Rigidbody doesn't exist: can not get angular velocity (does your object with the Rigidbody have a collider?)");
194
+ return null;
195
+ }
196
+ resetForces(rb: IRigidbody, wakeup: boolean) {
197
+ this.validate();
198
+ const body = this.internal_getRigidbody(rb);
199
+ body?.resetForces(wakeup);
200
+ }
201
+ resetTorques(rb: IRigidbody, wakeup: boolean) {
202
+ this.validate();
203
+ const body = this.internal_getRigidbody(rb);
204
+ body?.resetTorques(wakeup);
205
+ }
206
+ applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
207
+ this.validate();
208
+ const body = this.internal_getRigidbody(rb);
209
+ if (body) body.applyImpulse(vec, wakeup);
210
+ else if (this._isInitialized) console.warn("Rigidbody doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
211
+ }
212
+
213
+ wakeup(rb: IRigidbody) {
214
+ this.validate();
215
+ const body = this.internal_getRigidbody(rb);
216
+ if (body) body.wakeUp();
217
+ else if (this._isInitialized) console.warn("Rigidbody doesn't exist: can not wake up (does your object with the Rigidbody have a collider?)");
218
+ }
219
+ isSleeping(rb: IRigidbody) {
220
+ this.validate();
221
+ const body = this.internal_getRigidbody(rb);
222
+ return body?.isSleeping();
223
+ }
224
+ setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
225
+ this.validate();
226
+ const body = this.internal_getRigidbody(rb);
227
+ if (body) body.setAngvel(vec, wakeup);
228
+ else if (this._isInitialized) console.warn("Rigidbody doesn't exist: can not set angular velocity (does your object with the Rigidbody have a collider?)");
229
+ }
230
+ setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
231
+ this.validate();
232
+ const body = this.internal_getRigidbody(rb);
233
+ if (body) body.setLinvel(vec, wakeup);
234
+ else if (this._isInitialized) console.warn("Rigidbody doesn't exist: can not set linear velocity (does your object with the Rigidbody have a collider?)");
235
+ }
236
+
237
+ private readonly context?: IContext;
238
+ private _initializePromise?: Promise<boolean>;
239
+ private _isInitialized: boolean = false;
240
+
241
+ constructor(ctx: IContext) {
242
+ this.context = ctx;
243
+ }
244
+
245
+ get isInitialized() { return this._isInitialized; }
246
+
247
+ async initialize() {
248
+ if (!this._initializePromise)
249
+ this._initializePromise = this.internalInitialization();
250
+ return this._initializePromise;
251
+ }
252
+
253
+ private async internalInitialization() {
254
+ if (getParam("__nophysics")) {
255
+ console.warn("Physics are disabled");
256
+ return false;
257
+ }
258
+ if (debugPhysics) console.log("Initialize rapier physics engine");
259
+ // NEEDLE_PHYSICS_INIT_START
260
+ // use .env file with VITE_NEEDLE_USE_RAPIER=false to treeshake rapier
261
+ // @ts-ignore
262
+ if ("env" in import.meta && import.meta.env.VITE_NEEDLE_USE_RAPIER === "false") {
263
+ if (debugPhysics) console.log("Rapier disabled");
264
+ return false;
265
+ }
266
+ // Can be transformed during build time to disable rapier
267
+ if (!NEEDLE_USE_RAPIER) return false;
268
+ if (this._hasCreatedWorld) {
269
+ console.error("Invalid call to create physics world: world is already created");
270
+ return true;
271
+ }
272
+ this._hasCreatedWorld = true;
273
+ if (MODULES.RAPIER_PHYSICS.MAYBEMODULE == undefined) {
274
+ if (debugPhysics) console.trace("Loading rapier physics engine");
275
+ const module = await MODULES.RAPIER_PHYSICS.load();
276
+ // https://github.com/dimforge/rapier/issues/811
277
+ await module.init();
278
+ }
279
+ if (debugPhysics) console.log("Physics engine initialized, creating world...");
280
+ this._world = new MODULES.RAPIER_PHYSICS.MODULE.World(this._gravity);
281
+ this.rapierRay = new MODULES.RAPIER_PHYSICS.MODULE.Ray({ x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 1 });
282
+ this.enabled = true;
283
+ this._isInitialized = true;
284
+ if (debugPhysics) console.log("Physics world created");
285
+ return true;
286
+ // NEEDLE_PHYSICS_INIT_END
287
+ }
288
+
289
+ /** Check is the physics engine has been initialized and the call can be made */
290
+ private validate() {
291
+ if (!this._isInitialized) {
292
+ if (debugPhysics) {
293
+ this["_lastWarnTime"] = this["_lastWarnTime"] ?? 0;
294
+ if (Date.now() - this["_lastWarnTime"] > 1000) {
295
+ this["_lastWarnTime"] = Date.now();
296
+ console.warn("Physics engine is not initialized");
297
+ }
298
+ }
299
+ }
300
+ }
301
+
302
+
303
+ private rapierRay!: Ray;
304
+ private raycastVectorsBuffer = new CircularBuffer(() => new Vector3(), 10);
305
+
306
+ public raycast(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
307
+ maxDistance?: number,
308
+ /** True if you want to also hit objects when the raycast starts from inside a collider */
309
+ solid?: boolean,
310
+ queryFilterFlags?: QueryFilterFlags,
311
+ filterGroups?: number,
312
+ /** Return false to ignore this collider */
313
+ filterPredicate?: (c: ICollider) => boolean,
314
+ /** When enabled the hit object's layer will be tested. If layer 2 is enabled the object will be ignored (Layer 2 == IgnoreRaycast)
315
+ * If not set the raycast will ignore objects in the IgnoreRaycast layer (default: true)
316
+ * @default undefined
317
+ */
318
+ useIgnoreRaycastLayer?: boolean
319
+ })
320
+ : null | { point: Vector3, collider: ICollider } {
321
+
322
+ if (!this._isInitialized) {
323
+ console.log("Physics engine is not initialized");
324
+ return null;
325
+ }
326
+
327
+ let maxDistance = options?.maxDistance;
328
+ let solid = options?.solid;
329
+
330
+ if (maxDistance === undefined) maxDistance = Infinity;
331
+ if (solid === undefined) solid = true;
332
+
333
+ const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
334
+ if (!ray) return null;
335
+
336
+ if (this.debugRenderRaycasts || showPhysicsRaycasts) Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
337
+
338
+ const hit = this.world?.castRay(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
339
+ const component = c[$componentKey];
340
+ if (options?.filterPredicate) return options.filterPredicate(component);
341
+ if (options?.useIgnoreRaycastLayer !== false) {
342
+ // ignore objects in the IgnoreRaycast=2 layer
343
+ return !component?.gameObject.layers.isEnabled(2);
344
+ }
345
+ return true;
346
+ });
347
+ if (hit) {
348
+ const point = ray.pointAt(hit.timeOfImpact);
349
+ const vec = this.raycastVectorsBuffer.get();
350
+ vec.set(point.x, point.y, point.z);
351
+ return { point: vec, collider: hit.collider[$componentKey] };
352
+ }
353
+
354
+ return null;
355
+ }
356
+
357
+ public raycastAndGetNormal(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
358
+ maxDistance?: number,
359
+ /** True if you want to also hit objects when the raycast starts from inside a collider */
360
+ solid?: boolean,
361
+ queryFilterFlags?: QueryFilterFlags,
362
+ filterGroups?: number,
363
+ /** Return false to ignore this collider */
364
+ filterPredicate?: (c: ICollider) => boolean,
365
+ /** When enabled the hit object's layer will be tested. If layer 2 is enabled the object will be ignored (Layer 2 == IgnoreRaycast)
366
+ * If not set the raycast will ignore objects in the IgnoreRaycast layer (default: true)
367
+ * @default undefined
368
+ */
369
+ useIgnoreRaycastLayer?: boolean
370
+ })
371
+ : null | { point: Vector3, normal: Vector3, collider: ICollider } {
372
+
373
+ if (!this._isInitialized) {
374
+ return null;
375
+ }
376
+
377
+ let maxDistance = options?.maxDistance;
378
+ let solid = options?.solid;
379
+
380
+ if (maxDistance === undefined) maxDistance = Infinity;
381
+ if (solid === undefined) solid = true;
382
+
383
+ const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
384
+ if (!ray) return null;
385
+
386
+ if (this.debugRenderRaycasts || showPhysicsRaycasts) Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
387
+
388
+ const hit = this.world?.castRayAndGetNormal(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
389
+ const component = c[$componentKey];
390
+ if (options?.filterPredicate) return options.filterPredicate(component);
391
+ if (options?.useIgnoreRaycastLayer !== false) {
392
+ // ignore objects in the IgnoreRaycast=2 layer
393
+ return !component?.gameObject.layers.isEnabled(2);
394
+ }
395
+ return true;
396
+ });
397
+ if (hit) {
398
+ const point = ray.pointAt(hit.timeOfImpact);
399
+ const normal = hit.normal;
400
+ const vec = this.raycastVectorsBuffer.get();
401
+ const nor = this.raycastVectorsBuffer.get();
402
+ vec.set(point.x, point.y, point.z);
403
+ nor.set(normal.x, normal.y, normal.z);
404
+ return { point: vec, normal: nor, collider: hit.collider[$componentKey] };
405
+ }
406
+ return null;
407
+ }
408
+
409
+ private getPhysicsRay(ray: Ray, origin?: Vec2 | Vec3, direction?: Vec3): Ray | null {
410
+ const cam = this.context?.mainCamera;
411
+ if (origin === undefined) {
412
+ const pos = this.context?.input.getPointerPosition(0);
413
+ if (pos) origin = pos;
414
+ else return null;
415
+ }
416
+ // if we get origin in 2d space we need to project it to 3d space
417
+ if (origin["z"] === undefined) {
418
+ if (!cam) {
419
+ console.error("Can not perform raycast from 2d point - no main camera found");
420
+ return null;
421
+ }
422
+ const vec3 = this.raycastVectorsBuffer.get();
423
+ vec3.x = origin.x;
424
+ vec3.y = origin.y;
425
+ vec3.z = 0;
426
+ // if the origin is in screen space we need to convert it to raycaster space
427
+ if (vec3.x > 1 || vec3.y > 1 || vec3.y < -1 || vec3.x < -1) {
428
+ if (debugPhysics) console.warn("Converting screenspace to raycast space", vec3)
429
+ this.context?.input.convertScreenspaceToRaycastSpace(vec3);
430
+ }
431
+ vec3.unproject(cam);
432
+ origin = vec3;
433
+ }
434
+
435
+ const o = origin as Vec3;
436
+
437
+ ray.origin.x = o.x;
438
+ ray.origin.y = o.y;
439
+ ray.origin.z = o.z;
440
+ const vec = this.raycastVectorsBuffer.get();
441
+ if (direction)
442
+ vec.set(direction.x, direction.y, direction.z);
443
+ else {
444
+ if (!cam) {
445
+ console.error("Can not perform raycast - no camera found");
446
+ return null;
447
+ }
448
+ vec.set(ray.origin.x, ray.origin.y, ray.origin.z);
449
+ const camPosition = getWorldPosition(cam);
450
+ vec.sub(camPosition);
451
+ }
452
+ // we need to normalize the ray because our input is a max travel length and the direction may be not normalized
453
+ vec.normalize();
454
+ ray.dir.x = vec.x;
455
+ ray.dir.y = vec.y;
456
+ ray.dir.z = vec.z;
457
+ // Gizmos.DrawRay(ray.origin, ray.dir, 0xff0000, Infinity);
458
+ return ray;
459
+ }
460
+
461
+
462
+ private rapierSphere: Ball | null = null;
463
+ private rapierBox: Cuboid | null = null;
464
+ private readonly rapierColliderArray: Array<ShapeOverlapResult> = [];
465
+ private readonly rapierIdentityRotation = { x: 0, y: 0, z: 0, w: 1 };
466
+ private readonly rapierForwardVector = { x: 0, y: 0, z: 1 };
467
+ /** Precice sphere overlap detection using rapier against colliders
468
+ * @param point center of the sphere in worldspace
469
+ * @param radius radius of the sphere
470
+ * @returns array of colliders that overlap with the sphere. Note: they currently only contain the collider and the gameobject
471
+ */
472
+ public sphereOverlap(point: Vector3, radius: number): Array<ShapeOverlapResult> {
473
+ this.rapierSphere ??= new MODULES.RAPIER_PHYSICS.MODULE.Ball(radius);
474
+ this.rapierSphere.radius = radius;
475
+ if (this.debugRenderRaycasts || showPhysicsRaycasts) Gizmos.DrawWireSphere(point, radius, 0x3344ff, 1);
476
+ return this.shapeOverlap(point, this.rapierIdentityRotation, this.rapierSphere);
477
+ }
478
+
479
+ /** box overlap detection using rapier against colliders
480
+ * @param point center of the box in worldspace
481
+ * @param size size of the box
482
+ * @param rotation quaternion representation of the rotation in world space
483
+ * @returns array of colliders that overlap with the box. Note: they currently only contain the collider and the gameobject
484
+ */
485
+ public boxOverlap(point: Vector3, size: Vector3, rotation: Vector4Like | null = null): Array<ShapeOverlapResult> {
486
+ if (rotation === null) rotation = this.rapierIdentityRotation;
487
+ this.rapierBox ??= new MODULES.RAPIER_PHYSICS.MODULE.Cuboid(1, 1, 1);
488
+ this.rapierBox.halfExtents.x = size.x * 0.5;
489
+ this.rapierBox.halfExtents.y = size.y * 0.5;
490
+ this.rapierBox.halfExtents.z = size.z * 0.5;
491
+ if (this.debugRenderRaycasts || showPhysicsRaycasts) Gizmos.DrawWireBox(point, size, 0x3344ff, 1, true, rotation as Quaternion);
492
+ return this.shapeOverlap(point, rotation!, this.rapierBox);
493
+ }
494
+
495
+ private shapeOverlap(point: Vector3, rotation: Vector4Like, shape: Ball | Cuboid): Array<ShapeOverlapResult> {
496
+ this.rapierColliderArray.length = 0;
497
+ if (!this._isInitialized) {
498
+ return this.rapierColliderArray;
499
+ }
500
+ if (!this.world) return this.rapierColliderArray;
501
+
502
+ this.world.intersectionsWithShape(point,
503
+ rotation,
504
+ shape,
505
+ col => {
506
+ const collider = col[$componentKey] as ICollider
507
+ // if (collider.gameObject.layers.isEnabled(2)) return true;
508
+ const intersection = new ShapeOverlapResult(collider.gameObject, collider);
509
+ this.rapierColliderArray.push(intersection);
510
+ return true; // Return `false` instead if we want to stop searching for other colliders that contain this point.
511
+ },
512
+ // TODO: it seems as QueryFilterFlags.EXCLUDE_SENSORS also excludes DYNAMIC Rigidbodies (only if they're set to kinematic)
513
+ undefined, // QueryFilterFlags.EXCLUDE_SENSORS,
514
+ undefined, undefined, undefined,
515
+ col => {
516
+ // we don't want to raycast against triggers (see comment about Exclude Sensors above)
517
+ if (col.isSensor()) return false;
518
+ const collider = col[$componentKey] as ICollider
519
+ return collider.gameObject.layers.isEnabled(2) == false
520
+ }
521
+ );
522
+ return this.rapierColliderArray;
523
+
524
+
525
+ // TODO: this only returns one hit
526
+ // let filterGroups = 0xffffffff;
527
+ // filterGroups &= ~(1 << 2);
528
+ // const hit: ShapeColliderTOI | null = this.world.castShape(point,
529
+ // this.rapierIdentityRotation,
530
+ // this.rapierForwardVector,
531
+ // this.rapierSphere,
532
+ // 0,
533
+ // QueryFilterFlags.EXCLUDE_SENSORS,
534
+ // // filterGroups,
535
+ // );
536
+ // // console.log(hit);
537
+ // if (hit) {
538
+ // const collider = hit.collider[$componentKey] as ICollider
539
+ // const intersection = new SphereOverlapResult(collider.gameObject);
540
+ // this.rapierColliderArray.push(intersection);
541
+ // // const localpt = hit.witness2;
542
+ // // // const normal = hit.normal2;
543
+ // // const hitPoint = new Vector3(localpt.x, localpt.y, localpt.z);
544
+ // // // collider.gameObject.localToWorld(hitPoint);
545
+ // // // const normalPt = new Vector3(normal.x, normal.y, normal.z);
546
+ // // // const mat = new Matrix4().setPosition(point).scale(new Vector3(radius, radius, radius));
547
+ // // // hitPoint.applyMatrix4(mat);
548
+ // // console.log(hit.witness2)
549
+ // // // hitPoint.add(point);
550
+ // // const dist = hitPoint.distanceTo(point);
551
+ // }
552
+
553
+ // return this.rapierColliderArray;
554
+ }
555
+
556
+
557
+
558
+
559
+ // physics simulation
560
+
561
+ enabled: boolean = false;
562
+ /** Get access to the rapier world */
563
+ public get world(): World | undefined { return this._world };
564
+
565
+ private _tempPosition: Vector3 = new Vector3();
566
+ private _tempQuaternion: Quaternion = new Quaternion();
567
+ private _tempScale: Vector3 = new Vector3();
568
+ private _tempMatrix: Matrix4 = new Matrix4();
569
+
570
+ private static _didLoadPhysicsEngine: boolean = false;
571
+
572
+ private _isUpdatingPhysicsWorld: boolean = false;
573
+ get isUpdating(): boolean { return this._isUpdatingPhysicsWorld; }
574
+
575
+
576
+ private _world?: World;
577
+ private _hasCreatedWorld: boolean = false;
578
+ private eventQueue?: EventQueue;
579
+ private collisionHandler?: PhysicsCollisionHandler;
580
+
581
+
582
+ private objects: IComponent[] = [];
583
+ private bodies: PhysicsBody[] = [];
584
+
585
+ private _meshCache: Map<string, Float32Array> = new Map<string, Float32Array>();
586
+
587
+ private _gravity = { x: 0.0, y: -9.81, z: 0.0 };
588
+
589
+ get gravity() {
590
+ return this.world?.gravity ?? this._gravity;
591
+ }
592
+
593
+ set gravity(value: Vec3) {
594
+ if (this.world) {
595
+ this.world.gravity = value;
596
+ }
597
+ else {
598
+ this._gravity = value;
599
+ }
600
+ }
601
+
602
+ clearCaches() {
603
+ this._meshCache.clear();
604
+ if (this.eventQueue?.raw)
605
+ this.eventQueue?.free();
606
+ if (this.world?.bodies)
607
+ this.world?.free();
608
+ }
609
+
610
+ async addBoxCollider(collider: ICollider, size: Vector3) {
611
+ if (!this._isInitialized)
612
+ await this.initialize();
613
+ if (!collider.activeAndEnabled) return;
614
+
615
+ if (!this.enabled) {
616
+ if (debugPhysics) console.warn("Physics are disabled");
617
+ return;
618
+ }
619
+ const obj = collider.gameObject;
620
+ const scale = getWorldScale(obj, this._tempPosition).multiply(size);
621
+ scale.multiplyScalar(0.5);
622
+
623
+ // prevent negative scale
624
+ if (scale.x < 0) scale.x = Math.abs(scale.x);
625
+ if (scale.y < 0) scale.y = Math.abs(scale.y);
626
+ if (scale.z < 0) scale.z = Math.abs(scale.z);
627
+
628
+ // prevent zero scale - seems normals are flipped otherwise
629
+ const minSize = 0.0000001;
630
+ if (scale.x < minSize) scale.x = minSize;
631
+ if (scale.y < minSize) scale.y = minSize;
632
+ if (scale.z < minSize) scale.z = minSize;
633
+
634
+ const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.cuboid(scale.x, scale.y, scale.z);
635
+ // const objectLayerMask = collider.gameObject.layers.mask;
636
+ // const mask = objectLayerMask & ~2;
637
+ // TODO: https://rapier.rs/docs/user_guides/javascript/colliders/#collision-groups-and-solver-groups
638
+ // desc.setCollisionGroups(objectLayerMask);
639
+ this.createCollider(collider, desc);
640
+ }
641
+
642
+ async addSphereCollider(collider: ICollider) {
643
+ if (!this._isInitialized)
644
+ await this.initialize();
645
+ if (!collider.activeAndEnabled) return;
646
+ if (!this.enabled) {
647
+ if (debugPhysics) console.warn("Physics are disabled");
648
+ return;
649
+ }
650
+ const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.ball(.5);
651
+ this.createCollider(collider, desc);
652
+ this.updateProperties(collider);
653
+ }
654
+
655
+ async addCapsuleCollider(collider: ICollider, height: number, radius: number) {
656
+ if (!this._isInitialized)
657
+ await this.initialize();
658
+ if (!collider.activeAndEnabled) return;
659
+ if (!this.enabled) {
660
+ if (debugPhysics) console.warn("Physics are disabled");
661
+ return;
662
+ }
663
+ const obj = collider.gameObject;
664
+ const scale = obj.worldScale;
665
+ // Prevent negative scales
666
+ scale.x = Math.abs(scale.x);
667
+ scale.y = Math.abs(scale.y);
668
+ const finalRadius = radius * scale.x;
669
+ // half height = distance between capsule origin and top sphere origin (not the top end of the capsule)
670
+ height = Math.max(height, finalRadius);
671
+ const hh = Mathf.clamp((height * .5 * scale.y) - (radius * scale.x), 0, Number.MAX_SAFE_INTEGER);
672
+ const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.capsule(hh, finalRadius);
673
+ this.createCollider(collider, desc);
674
+ }
675
+
676
+ async addMeshCollider(collider: ICollider, mesh: Mesh, convex: boolean, extraScale?: Vector3) {
677
+
678
+ // capture the geometry before waiting for phyiscs engine
679
+ let geo = mesh.geometry;
680
+ if (!geo) {
681
+ if (debugPhysics) console.warn("Missing mesh geometry", mesh.name);
682
+ return;
683
+ }
684
+
685
+ // check if mesh is indexed, if not generate indices
686
+ if (!geo.index?.array?.length) {
687
+ console.warn(`Your MeshCollider is missing vertices or indices in the assined mesh \"${mesh.name}\". Consider providing an indexed geometry.`);
688
+ geo = BufferGeometryUtils.mergeVertices(geo);
689
+ }
690
+
691
+ let positions: Float32Array | null = null;
692
+
693
+ const positionAttribute = geo.getAttribute("position") as BufferAttribute | InterleavedBufferAttribute;
694
+ if (positionAttribute instanceof InterleavedBufferAttribute) {
695
+ const count = positionAttribute.count;
696
+ positions = new Float32Array(count * 3);
697
+ for (let i = 0; i < count; i++) {
698
+ const x = positionAttribute.getX(i);
699
+ const y = positionAttribute.getY(i);
700
+ const z = positionAttribute.getZ(i);
701
+ positions[i * 3] = x;
702
+ positions[i * 3 + 1] = y;
703
+ positions[i * 3 + 2] = z;
704
+ }
705
+ }
706
+ else {
707
+ positions = positionAttribute.array as Float32Array;
708
+ }
709
+
710
+ await this.initialize();
711
+
712
+ if (!this.enabled) {
713
+ if (debugPhysics) console.warn("Physics are disabled");
714
+ return;
715
+ }
716
+
717
+ if (!collider.activeAndEnabled) return;
718
+
719
+
720
+ // let positions = geo.getAttribute("position").array as Float32Array;
721
+ const indices = geo.index?.array as Uint32Array;
722
+
723
+ const scale = collider.gameObject.worldScale.clone();
724
+ if (extraScale) scale.multiply(extraScale);
725
+
726
+ // scaling seems not supported yet https://github.com/dimforge/rapier/issues/243
727
+ if (Math.abs(scale.x - 1) > 0.0001 || Math.abs(scale.y - 1) > 0.0001 || Math.abs(scale.z - 1) > 0.0001) {
728
+ const key = `${geo.uuid}_${scale.x}_${scale.y}_${scale.z}_${convex}`;
729
+ if (this._meshCache.has(key)) {
730
+ if (debugPhysics) console.warn("Use cached mesh collider")
731
+ positions = this._meshCache.get(key)!;
732
+ }
733
+ else {
734
+ if (debugPhysics || isDevEnvironment()) console.debug(`[Performance] Your MeshCollider \"${collider.name}\" is scaled: consider applying the scale to the collider mesh instead (${scale.x}, ${scale.y}, ${scale.z})`);
735
+ const scaledPositions = new Float32Array(positions.length);
736
+ for (let i = 0; i < positions.length; i += 3) {
737
+ scaledPositions[i] = positions[i] * scale.x;
738
+ scaledPositions[i + 1] = positions[i + 1] * scale.y;
739
+ scaledPositions[i + 2] = positions[i + 2] * scale.z;
740
+ }
741
+ positions = scaledPositions;
742
+ this._meshCache.set(key, scaledPositions);
743
+ }
744
+ }
745
+ const desc = convex
746
+ ? MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.convexHull(positions)
747
+ : MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.trimesh(positions, indices);
748
+ if (desc) {
749
+ this.createCollider(collider, desc);
750
+ // col.setMassProperties(1, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0, w: 1 });
751
+ // rb?.setTranslation({ x: 0, y: 2, z: 0 });
752
+ // col.setTranslationWrtParent(new Vector3(0,2,0));
753
+
754
+ }
755
+ }
756
+
757
+ updatePhysicsMaterial(col: ICollider) {
758
+ if (!col) return;
759
+ const physicsMaterial = col.sharedMaterial;
760
+ const rapier_collider = col[$bodyKey] as Collider;
761
+ if (!rapier_collider) return;
762
+
763
+ if (physicsMaterial) {
764
+ if (physicsMaterial.bounciness !== undefined)
765
+ rapier_collider.setRestitution(physicsMaterial.bounciness);
766
+
767
+ if (physicsMaterial.bounceCombine !== undefined) {
768
+ switch (physicsMaterial.bounceCombine) {
769
+ case PhysicsMaterialCombine.Average:
770
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
771
+ break;
772
+ case PhysicsMaterialCombine.Maximum:
773
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
774
+ break;
775
+ case PhysicsMaterialCombine.Minimum:
776
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
777
+ break;
778
+ case PhysicsMaterialCombine.Multiply:
779
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
780
+ break;
781
+ }
782
+ }
783
+
784
+ if (physicsMaterial.dynamicFriction !== undefined)
785
+ rapier_collider.setFriction(physicsMaterial.dynamicFriction);
786
+
787
+ if (physicsMaterial.frictionCombine !== undefined) {
788
+ switch (physicsMaterial.frictionCombine) {
789
+ case PhysicsMaterialCombine.Average:
790
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
791
+ break;
792
+ case PhysicsMaterialCombine.Maximum:
793
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
794
+ break;
795
+ case PhysicsMaterialCombine.Minimum:
796
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
797
+ break;
798
+ case PhysicsMaterialCombine.Multiply:
799
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
800
+ break;
801
+ }
802
+ }
803
+ }
804
+ }
805
+
806
+ /** Get the rapier body for a Needle component */
807
+ getBody(obj: ICollider | IRigidbody): null | any {
808
+ if (!obj) return null;
809
+ const body = obj[$bodyKey];
810
+ return body;
811
+ }
812
+
813
+ /** Get the Needle Engine component for a rapier object */
814
+ getComponent(rapierObject: object): IComponent | null {
815
+ if (!rapierObject) return null;
816
+ const component = rapierObject[$componentKey];
817
+ return component;
818
+ }
819
+
820
+ private createCollider(collider: ICollider, desc: ColliderDesc) {
821
+ if (!this.world) throw new Error("Physics world not initialized");
822
+ const matrix = this._tempMatrix;
823
+ let rigidBody: RigidBody | undefined = undefined;
824
+ if (!collider.attachedRigidbody) {
825
+ if (debugPhysics) console.log("Create collider without rigidbody", collider.name);
826
+ matrix.makeRotationFromQuaternion(getWorldQuaternion(collider.gameObject));
827
+ matrix.setPosition(getWorldPosition(collider.gameObject));
828
+ }
829
+ else {
830
+ rigidBody = this.getRigidbody(collider, this._tempMatrix);
831
+ }
832
+
833
+ matrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
834
+ this.tryApplyCenter(collider, this._tempPosition);
835
+ desc.setTranslation(this._tempPosition.x, this._tempPosition.y, this._tempPosition.z);
836
+ desc.setRotation(this._tempQuaternion);
837
+ desc.setSensor(collider.isTrigger);
838
+
839
+ // TODO: we might want to update this if the material changes
840
+ const physicsMaterial = collider.sharedMaterial;
841
+ if (physicsMaterial) {
842
+
843
+ if (physicsMaterial.bounciness !== undefined)
844
+ desc.setRestitution(physicsMaterial.bounciness);
845
+
846
+ if (physicsMaterial.bounceCombine !== undefined) {
847
+ switch (physicsMaterial.bounceCombine) {
848
+ case PhysicsMaterialCombine.Average:
849
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
850
+ break;
851
+ case PhysicsMaterialCombine.Maximum:
852
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
853
+ break;
854
+ case PhysicsMaterialCombine.Minimum:
855
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
856
+ break;
857
+ case PhysicsMaterialCombine.Multiply:
858
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
859
+ break;
860
+ }
861
+ }
862
+
863
+ if (physicsMaterial.dynamicFriction !== undefined)
864
+ desc.setFriction(physicsMaterial.dynamicFriction);
865
+
866
+ if (physicsMaterial.frictionCombine !== undefined) {
867
+ switch (physicsMaterial.frictionCombine) {
868
+ case PhysicsMaterialCombine.Average:
869
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
870
+ break;
871
+ case PhysicsMaterialCombine.Maximum:
872
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
873
+ break;
874
+ case PhysicsMaterialCombine.Minimum:
875
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
876
+ break;
877
+ case PhysicsMaterialCombine.Multiply:
878
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
879
+ break;
880
+ }
881
+ }
882
+ }
883
+
884
+ // if we want to use explicit mass properties, we need to set the collider density to 0
885
+ // otherwise rapier will compute the mass properties based on the collider shape and density
886
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
887
+ if (collider.attachedRigidbody?.autoMass === false) {
888
+ desc.setDensity(.000001);
889
+ desc.setMass(.000001);
890
+ }
891
+
892
+ try {
893
+ const col = this.world.createCollider(desc, rigidBody);
894
+ col[$componentKey] = collider;
895
+ collider[$bodyKey] = col;
896
+ col.setActiveEvents(MODULES.RAPIER_PHYSICS.MODULE.ActiveEvents.COLLISION_EVENTS);
897
+ // We want to receive collisitons between two triggers too
898
+ col.setActiveCollisionTypes(MODULES.RAPIER_PHYSICS.MODULE.ActiveCollisionTypes.ALL);
899
+ this.objects.push(collider);
900
+ this.bodies.push(col);
901
+
902
+ // set the collider layers
903
+ this.updateColliderCollisionGroups(collider);
904
+
905
+ if (debugPhysics) console.log("Created collider", collider.name, col);
906
+
907
+ return col;
908
+ }
909
+ catch (e) {
910
+ console.error("Error creating collider \"" + collider.name + "\"\nError:", e);
911
+ return null;
912
+ }
913
+ }
914
+
915
+ /**
916
+ * Updates the collision groups of a collider.
917
+ *
918
+ * @param collider - The collider to update.
919
+ */
920
+ private updateColliderCollisionGroups(collider: ICollider) {
921
+ const body = collider[$bodyKey] as Collider;
922
+ const members = collider.membership;
923
+ let memberMask = 0;
924
+ if (members == undefined) {
925
+ memberMask = 0xffff;
926
+ }
927
+ else {
928
+ for (let i = 0; i < members.length; i++) {
929
+ const member = members[i];
930
+ if (member > 31) console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
931
+ else memberMask |= 1 << Math.floor(member);
932
+ }
933
+ }
934
+
935
+ const mask = collider.filter;
936
+ let filterMask = 0;
937
+ if (mask == undefined) {
938
+ filterMask = 0xffff;
939
+ }
940
+ else {
941
+ for (let i = 0; i < mask.length; i++) {
942
+ const member = mask[i];
943
+ if (member > 31) console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
944
+ else filterMask |= 1 << Math.floor(member);
945
+ }
946
+ }
947
+ body.setCollisionGroups((memberMask << 16) | filterMask);
948
+ }
949
+
950
+ private getRigidbody(collider: ICollider, _matrix: Matrix4): RigidBody {
951
+
952
+ if (!this.world) throw new Error("Physics world not initialized");
953
+ let rigidBody: RigidBody | null = null;
954
+
955
+ if (collider.attachedRigidbody) {
956
+ const rb = collider.attachedRigidbody;
957
+ rigidBody = rb[$bodyKey];
958
+ if (!rigidBody) {
959
+ const kinematic = rb.isKinematic && !debugColliderPlacement;
960
+ if (debugPhysics)
961
+ console.log("Create rigidbody", kinematic);
962
+ const rigidBodyDesc = (kinematic ? MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased() : MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.dynamic()) as RigidBodyDesc;
963
+ const pos = getWorldPosition(collider.attachedRigidbody.gameObject);
964
+ rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
965
+ rigidBodyDesc.setRotation(getWorldQuaternion(collider.attachedRigidbody.gameObject));
966
+ rigidBodyDesc.centerOfMass = new MODULES.RAPIER_PHYSICS.MODULE.Vector3(rb.centerOfMass.x, rb.centerOfMass.y, rb.centerOfMass.z);
967
+ rigidBody = this.world.createRigidBody(rigidBodyDesc);
968
+ this.bodies.push(rigidBody);
969
+ this.objects.push(rb);
970
+ }
971
+ rigidBody[$componentKey] = rb;
972
+ rb[$bodyKey] = rigidBody;
973
+ this.internalUpdateRigidbodyProperties(rb, rigidBody);
974
+ this.getRigidbodyRelativeMatrix(collider.gameObject, rb.gameObject, _matrix);
975
+ collider[$colliderRigidbody] = rigidBody;
976
+ }
977
+ else {
978
+ const rigidBodyDesc = MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased();
979
+ const pos = getWorldPosition(collider.gameObject);
980
+ rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
981
+ rigidBodyDesc.setRotation(getWorldQuaternion(collider.gameObject));
982
+ rigidBody = this.world.createRigidBody(rigidBodyDesc);
983
+ _matrix.identity();
984
+ rigidBody[$componentKey] = null;
985
+ }
986
+
987
+
988
+ return rigidBody;
989
+ }
990
+
991
+ private internal_getRigidbody(rb: IRigidbody | ICollider): RigidBody | null {
992
+ if ((rb as ICollider).isCollider === true) return rb[$colliderRigidbody] as RigidBody;
993
+ return rb[$bodyKey] as RigidBody;
994
+ }
995
+
996
+ private internalUpdateColliderProperties(col: ICollider, collider: Collider) {
997
+ const shape = collider.shape;
998
+ let sizeHasChanged = false;
999
+ switch (shape.type) {
1000
+ // Sphere Collider
1001
+ case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Ball:
1002
+ {
1003
+ const ball = shape as Ball;
1004
+ const sc = col as ISphereCollider;
1005
+ const obj = col.gameObject;
1006
+ const scale = getWorldScale(obj, this._tempPosition);
1007
+ const radius = Math.abs(sc.radius * scale.x);
1008
+ sizeHasChanged = ball.radius !== radius;
1009
+ ball.radius = radius;
1010
+ if (sizeHasChanged) {
1011
+ collider.setShape(ball);
1012
+ }
1013
+ break;
1014
+ }
1015
+ case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Cuboid:
1016
+ const cuboid = shape as Cuboid;
1017
+ const sc = col as IBoxCollider;
1018
+ const obj = col.gameObject;
1019
+ const scale = getWorldScale(obj, this._tempPosition);
1020
+ const newX = Math.abs(sc.size.x * 0.5 * scale.x);
1021
+ const newY = Math.abs(sc.size.y * 0.5 * scale.y);
1022
+ const newZ = Math.abs(sc.size.z * 0.5 * scale.z);
1023
+ sizeHasChanged = cuboid.halfExtents.x !== newX || cuboid.halfExtents.y !== newY || cuboid.halfExtents.z !== newZ;
1024
+ cuboid.halfExtents.x = newX;
1025
+ cuboid.halfExtents.y = newY;
1026
+ cuboid.halfExtents.z = newZ;
1027
+ if (sizeHasChanged) {
1028
+ collider.setShape(cuboid);
1029
+ }
1030
+ break;
1031
+ }
1032
+
1033
+ if (sizeHasChanged) {
1034
+ const rb = col.attachedRigidbody;
1035
+ if (rb?.autoMass) {
1036
+ const ph = this.getBody(rb) as RigidBody
1037
+ ph?.recomputeMassPropertiesFromColliders();
1038
+ }
1039
+ }
1040
+
1041
+ this.updateColliderCollisionGroups(col);
1042
+
1043
+ if (col.isTrigger !== collider.isSensor())
1044
+ collider.setSensor(col.isTrigger);
1045
+ }
1046
+
1047
+ private internalUpdateRigidbodyProperties(rb: IRigidbody, rigidbody: RigidBody) {
1048
+ // continuous collision detection
1049
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection
1050
+ rigidbody.enableCcd(rb.collisionDetectionMode !== CollisionDetectionMode.Discrete);
1051
+ rigidbody.setLinearDamping(rb.drag);
1052
+ rigidbody.setAngularDamping(rb.angularDrag);
1053
+ rigidbody.setGravityScale(rb.useGravity ? rb.gravityScale : 0, true);
1054
+
1055
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
1056
+ if (rb.dominanceGroup <= 127 && rb.dominanceGroup >= -127)
1057
+ rigidbody.setDominanceGroup(Math.floor(rb.dominanceGroup))
1058
+ else rigidbody.setDominanceGroup(0);
1059
+
1060
+ if (rb.autoMass) {
1061
+ rigidbody.setAdditionalMass(0, false);
1062
+ for (let i = 0; i < rigidbody.numColliders(); i++) {
1063
+ const col = rigidbody.collider(i);
1064
+ col.setDensity(1);
1065
+ }
1066
+ rigidbody.recomputeMassPropertiesFromColliders();
1067
+ }
1068
+ else {
1069
+ rigidbody.setAdditionalMass(rb.mass, false);
1070
+ for (let i = 0; i < rigidbody.numColliders(); i++) {
1071
+ const col = rigidbody.collider(i);
1072
+ col.setDensity(0.0000001);
1073
+ }
1074
+ rigidbody.recomputeMassPropertiesFromColliders();
1075
+ }
1076
+
1077
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
1078
+ // rigidbody.setAdditionalMass(rb.mass, true);
1079
+ // for (let i = 0; i < rigidbody.numColliders(); i++) {
1080
+ // const collider = rigidbody.collider(i);
1081
+ // if (collider) {
1082
+ // collider.setMass(rb.mass);
1083
+ // // const density = rb.mass / collider.shape.computeMassProperties().mass;
1084
+ // }
1085
+ // }
1086
+
1087
+ // lock rotations
1088
+ rigidbody.setEnabledRotations(!rb.lockRotationX, !rb.lockRotationY, !rb.lockRotationZ, false);
1089
+ rigidbody.setEnabledTranslations(!rb.lockPositionX, !rb.lockPositionY, !rb.lockPositionZ, false);
1090
+
1091
+ if (rb.isKinematic) {
1092
+ rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased, false);
1093
+ }
1094
+ else {
1095
+ rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Dynamic, false);
1096
+ }
1097
+ }
1098
+
1099
+ // private _lastStepTime: number | undefined = 0;
1100
+ private lines?: LineSegments;
1101
+
1102
+ public step(dt?: number) {
1103
+ if (!this.world) return;
1104
+ if (!this.enabled) return;
1105
+ this._isUpdatingPhysicsWorld = true;
1106
+ if (!this.eventQueue) {
1107
+ this.eventQueue = new MODULES.RAPIER_PHYSICS.MODULE.EventQueue(false);
1108
+ }
1109
+ if (dt === undefined || dt <= 0) {
1110
+ this._isUpdatingPhysicsWorld = false;
1111
+ return;
1112
+ }
1113
+ else if (dt !== undefined) {
1114
+ // if we make to sudden changes to the timestep the physics can get unstable
1115
+ // https://rapier.rs/docs/user_guides/javascript/integration_parameters/#dt
1116
+ const newTimestamp = Mathf.lerp(this.world.timestep, dt, 0.8);
1117
+ this.world.timestep = newTimestamp;
1118
+ }
1119
+ try {
1120
+ this.world.step(this.eventQueue);
1121
+ }
1122
+ catch (e) {
1123
+ console.warn("Error running physics step", { timestep: this.world.timestep }, e);
1124
+ }
1125
+ this._isUpdatingPhysicsWorld = false;
1126
+ }
1127
+
1128
+ public postStep() {
1129
+ if (!this.world) return;
1130
+ if (!this.enabled) return;
1131
+ this._isUpdatingPhysicsWorld = true;
1132
+ this.syncObjects();
1133
+ this._isUpdatingPhysicsWorld = false;
1134
+
1135
+ if (this.eventQueue && !this.collisionHandler) {
1136
+ this.collisionHandler = new PhysicsCollisionHandler(this.world, this.eventQueue);
1137
+ }
1138
+ if (this.collisionHandler) {
1139
+ this.collisionHandler.handleCollisionEvents();
1140
+ this.collisionHandler.update();
1141
+ }
1142
+ this.updateDebugRendering(this.world);
1143
+ }
1144
+
1145
+ private updateDebugRendering(world: World) {
1146
+ if (debugPhysics || debugColliderPlacement || showColliders || this.debugRenderColliders === true) {
1147
+ if (!this.lines) {
1148
+ const material = new LineBasicMaterial({
1149
+ color: 0x77dd77,
1150
+ fog: false,
1151
+ // vertexColors: VertexColors
1152
+ });
1153
+ const geometry = new BufferGeometry();
1154
+ this.lines = new LineSegments(geometry, material);
1155
+ this.lines.layers.disableAll();
1156
+ this.lines.layers.enable(2);
1157
+ }
1158
+ if (this.lines.parent !== this.context?.scene)
1159
+ this.context?.scene.add(this.lines);
1160
+ const buffers = world.debugRender();
1161
+ this.lines.geometry.setAttribute('position', new BufferAttribute(buffers.vertices, 3));
1162
+ this.lines.geometry.setAttribute('color', new BufferAttribute(buffers.colors, 4));
1163
+ // If a scene has no colliders at all at the start of the scene
1164
+ // the bounding sphere radius will be 0 and the lines will not be rendered
1165
+ // so we need to update the bounding sphere (perhaps it's enough to do this once...)
1166
+ if (this.context!.time.frame % 30 === 0 || this.lines.geometry.boundingSphere?.radius === 0) {
1167
+ this.lines.geometry.computeBoundingSphere();
1168
+ }
1169
+ }
1170
+ else {
1171
+ if (this.lines) {
1172
+ this.context?.scene.remove(this.lines);
1173
+ }
1174
+ }
1175
+ }
1176
+
1177
+ /** sync rendered objects with physics world (except for colliders without rigidbody) */
1178
+ private syncObjects() {
1179
+ if (debugColliderPlacement) return;
1180
+ for (let i = 0; i < this.bodies.length; i++) {
1181
+ const obj = this.objects[i];
1182
+ const body = this.bodies[i] as Collider;
1183
+
1184
+ // if the collider is not attached to a rigidbody
1185
+ // it means that its kinematic so we need to update its position
1186
+ const col = (obj as ICollider);
1187
+ if (col?.isCollider === true && !col.attachedRigidbody) {
1188
+ const rigidbody = body.parent();
1189
+ if (rigidbody)
1190
+ this.syncPhysicsBody(obj.gameObject, rigidbody, true, true);
1191
+ else
1192
+ this.syncPhysicsBody(obj.gameObject, body, true, true);
1193
+ continue;
1194
+ }
1195
+
1196
+
1197
+ // sync
1198
+ const pos = body.translation();
1199
+ const rot = body.rotation();
1200
+ if (Number.isNaN(pos.x) || Number.isNaN(rot.x)) {
1201
+ if (!col["__COLLIDER_NAN"] && isDevEnvironment()) {
1202
+ console.warn("Collider has NaN values", col.name, col.gameObject, body);
1203
+ col["__COLLIDER_NAN"] = true;
1204
+ }
1205
+ continue;
1206
+ }
1207
+
1208
+ // make sure to keep the collider offset
1209
+ const center = obj["center"] as Vector3;
1210
+ if (center && center.isVector3) {
1211
+ this._tempQuaternion.set(rot.x, rot.y, rot.z, rot.w);
1212
+ const offset = this._tempPosition.copy(center).applyQuaternion(this._tempQuaternion);
1213
+ const scale = getWorldScale(obj.gameObject);
1214
+ offset.multiply(scale);
1215
+ pos.x -= offset.x;
1216
+ pos.y -= offset.y;
1217
+ pos.z -= offset.z;
1218
+ }
1219
+ setWorldPositionXYZ(obj.gameObject, pos.x, pos.y, pos.z);
1220
+ setWorldQuaternionXYZW(obj.gameObject, rot.x, rot.y, rot.z, rot.w);
1221
+ }
1222
+ }
1223
+
1224
+ private syncPhysicsBody(obj: Object3D, body: RigidBody | Collider, translation: boolean, rotation: boolean) {
1225
+
1226
+ // const bodyType = body.bodyType();
1227
+ // const previous = physicsBody.translation();
1228
+ // const vel = physicsBody.linvel();
1229
+
1230
+ if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
1231
+ const worldPosition = getWorldPosition(obj, this._tempPosition);
1232
+ const worldQuaternion = getWorldQuaternion(obj, this._tempQuaternion);
1233
+ const type = body.bodyType();
1234
+ switch (type) {
1235
+ case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Fixed:
1236
+ case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased:
1237
+ case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicVelocityBased:
1238
+ if (translation)
1239
+ body.setNextKinematicTranslation(worldPosition);
1240
+ if (rotation)
1241
+ body.setNextKinematicRotation(worldQuaternion);
1242
+ break;
1243
+ default:
1244
+ if (translation)
1245
+ body.setTranslation(worldPosition, false);
1246
+ if (rotation)
1247
+ body.setRotation(worldQuaternion, false);
1248
+ break;
1249
+
1250
+ }
1251
+ }
1252
+ else if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
1253
+ if (obj.matrixWorldNeedsUpdate) {
1254
+ obj.updateWorldMatrix(true, false);
1255
+ }
1256
+ obj.matrixWorld.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1257
+ const wp = this._tempPosition;
1258
+ const wq = this._tempQuaternion;
1259
+ // const wp = getWorldPosition(obj, this._tempPosition);
1260
+ // const wq = getWorldQuaternion(obj, this._tempQuaternion);
1261
+ const collider = body[$componentKey] as ICollider;
1262
+ this.tryApplyCenter(collider, wp);
1263
+
1264
+ // we need to check if translation or rotation have changed, otherwise the physics engine will wakeup rigidbody that are in contact with this collider
1265
+ if (translation) {
1266
+ const ct = body.translation();
1267
+ if (ct.x !== wp.x || ct.y !== wp.y || ct.z !== wp.z)
1268
+ body.setTranslation(wp);
1269
+ }
1270
+ if (rotation) {
1271
+ const cr = body.rotation();
1272
+ if (cr.x !== wq.x || cr.y !== wq.y || cr.z !== wq.z || cr.w !== wq.w)
1273
+ body.setRotation(wq);
1274
+ }
1275
+ }
1276
+
1277
+ // physicsBody.setBodyType(RAPIER.RigidBodyType.Fixed);
1278
+ // physicsBody.setLinvel(vel, false);
1279
+
1280
+ // update velocity
1281
+ // const pos = physicsBody.translation();
1282
+ // pos.x -= previous.x;
1283
+ // pos.y -= previous.y;
1284
+ // pos.z -= previous.z;
1285
+ // // threhold
1286
+ // const t = 1;
1287
+ // const canUpdateVelocity = Math.abs(pos.x) < t && Math.abs(pos.y) < t && Math.abs(pos.z) < t;
1288
+ // if (canUpdateVelocity) {
1289
+ // const damping = 1 + this.context.time.deltaTime;
1290
+ // vel.x *= damping;
1291
+ // vel.y *= damping;
1292
+ // vel.z *= damping;
1293
+ // vel.x += pos.x;
1294
+ // vel.y += pos.y;
1295
+ // vel.z += pos.z;
1296
+ // console.log(vel);
1297
+ // physicsBody.setLinvel(vel, true);
1298
+ // }
1299
+ // else if(debugPhysics) console.warn("Movement exceeded threshold, not updating velocity", pos);
1300
+
1301
+ // body.setBodyType(bodyType);
1302
+ }
1303
+
1304
+ private readonly _tempCenterPos: Vector3 = new Vector3();
1305
+ private readonly _tempCenterVec: Vector3 = new Vector3();
1306
+ private readonly _tempCenterQuaternion: Quaternion = new Quaternion();
1307
+ private tryApplyCenter(collider: ICollider, targetVector: Vector3) {
1308
+ const center = collider.center;
1309
+ if (center && collider.gameObject) {
1310
+ if (center.x !== 0 || center.y !== 0 || center.z !== 0) {
1311
+ // TODO: fix export of center in editor integrations so we dont have to flip here
1312
+ this._tempCenterPos.x = center.x;
1313
+ this._tempCenterPos.y = center.y;
1314
+ this._tempCenterPos.z = center.z;
1315
+ getWorldScale(collider.gameObject, this._tempCenterVec);
1316
+ this._tempCenterPos.multiply(this._tempCenterVec);
1317
+ if (!collider.attachedRigidbody) {
1318
+ getWorldQuaternion(collider.gameObject, this._tempCenterQuaternion);
1319
+ this._tempCenterPos.applyQuaternion(this._tempCenterQuaternion);
1320
+ }
1321
+ else {
1322
+ this._tempCenterPos.applyQuaternion(collider.gameObject.quaternion);
1323
+ }
1324
+ targetVector.x += this._tempCenterPos.x;
1325
+ targetVector.y += this._tempCenterPos.y;
1326
+ targetVector.z += this._tempCenterPos.z;
1327
+ }
1328
+ }
1329
+ }
1330
+
1331
+ private static _matricesBuffer: Matrix4[] = [];
1332
+ private getRigidbodyRelativeMatrix(comp: Object3D, rigidbody: Object3D, mat: Matrix4, matrices?: Matrix4[]): Matrix4 {
1333
+ // collect all matrices to the rigidbody and then build the rigidbody relative matrix
1334
+ if (matrices === undefined) {
1335
+ matrices = RapierPhysics._matricesBuffer;
1336
+ matrices.length = 0;
1337
+ }
1338
+ if (comp === rigidbody) {
1339
+ const scale = getWorldScale(comp, this._tempPosition);
1340
+ mat.makeScale(scale.x, scale.y, scale.z);
1341
+ for (let i = matrices.length - 1; i >= 0; i--) {
1342
+ mat.multiply(matrices[i]);
1343
+ }
1344
+ return mat;
1345
+ }
1346
+ matrices.push(comp.matrix);
1347
+ if (comp.parent) {
1348
+ this.getRigidbodyRelativeMatrix(comp.parent, rigidbody, mat, matrices);
1349
+ }
1350
+ return mat;
1351
+ }
1352
+
1353
+ private static centerConnectionPos = { x: 0, y: 0, z: 0 };
1354
+ private static centerConnectionRot = { x: 0, y: 0, z: 0, w: 1 };
1355
+
1356
+
1357
+
1358
+ addFixedJoint(body1: IRigidbody, body2: IRigidbody) {
1359
+ if (!this.world) {
1360
+ console.error("Physics world not initialized");
1361
+ return;
1362
+ }
1363
+ const b1 = body1[$bodyKey] as RigidBody;
1364
+ const b2 = body2[$bodyKey] as RigidBody;
1365
+
1366
+ this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1367
+ this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1368
+
1369
+ const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.fixed(
1370
+ RapierPhysics.centerConnectionPos, RapierPhysics.centerConnectionRot,
1371
+ this._tempPosition, this._tempQuaternion,
1372
+ );
1373
+ const joint = this.world.createImpulseJoint(params, b1, b2, true);
1374
+ if (debugPhysics)
1375
+ console.log("ADD FIXED JOINT", joint)
1376
+ }
1377
+
1378
+
1379
+ /** The joint prevents any relative movement between two rigid-bodies, except for relative rotations along one axis. This is typically used to simulate wheels, fans, etc. They are characterized by one local anchor as well as one local axis on each rigid-body. */
1380
+ addHingeJoint(body1: IRigidbody, body2: IRigidbody, anchor: { x: number, y: number, z: number }, axis: { x: number, y: number, z: number }) {
1381
+ if (!this.world) {
1382
+ console.error("Physics world not initialized");
1383
+ return;
1384
+ }
1385
+ const b1 = body1[$bodyKey] as RigidBody;
1386
+ const b2 = body2[$bodyKey] as RigidBody;
1387
+
1388
+ this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1389
+ this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1390
+
1391
+ const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.revolute(anchor, this._tempPosition, axis);
1392
+ const joint = this.world.createImpulseJoint(params, b1, b2, true);
1393
+ if (debugPhysics)
1394
+ console.log("ADD HINGE JOINT", joint)
1395
+ }
1396
+
1397
+
1398
+ private calculateJointRelativeMatrices(body1: IGameObject, body2: IGameObject, mat: Matrix4) {
1399
+ body1.updateWorldMatrix(true, false);
1400
+ body2.updateWorldMatrix(true, false);
1401
+ const world1 = body1.matrixWorld;
1402
+ const world2 = body2.matrixWorld;
1403
+ // set scale to 1
1404
+ world1.elements[0] = 1;
1405
+ world1.elements[5] = 1;
1406
+ world1.elements[10] = 1;
1407
+ world2.elements[0] = 1;
1408
+ world2.elements[5] = 1;
1409
+ world2.elements[10] = 1;
1410
+ mat.copy(world2).premultiply(world1.invert()).invert();
1411
+ }
1412
+ }
1413
+
1414
+
1415
+
1416
+ /** responsible of processing collision events for the component system */
1417
+ class PhysicsCollisionHandler {
1418
+
1419
+ readonly world: World;
1420
+ readonly eventQueue: EventQueue;
1421
+
1422
+ constructor(world: World, eventQueue: EventQueue) {
1423
+ this.world = world;
1424
+ this.eventQueue = eventQueue;
1425
+ }
1426
+
1427
+ private activeCollisions: Array<{ collider: ICollider, component: IComponent, collision: Collision }> = [];
1428
+ private activeCollisionsStay: Array<{ collider: ICollider, component: IComponent, collision: Collision }> = [];
1429
+ private activeTriggers: Array<{ collider: ICollider, component: IComponent, otherCollider: ICollider }> = [];
1430
+
1431
+ handleCollisionEvents() {
1432
+ if (!this.eventQueue) return;
1433
+ if (!this.world) return;
1434
+ this.eventQueue.drainCollisionEvents((handle1, handle2, started) => {
1435
+ const col1 = this.world!.getCollider(handle1);
1436
+ const col2 = this.world!.getCollider(handle2);
1437
+ if (!col1 || !col2) return;
1438
+ const colliderComponent1 = col1[$componentKey];
1439
+ const colliderComponent2 = col2[$componentKey];
1440
+ if (debugCollisions)
1441
+ console.log("EVT", colliderComponent1.name, colliderComponent2.name, started, col1, col2);
1442
+ if (colliderComponent1 && colliderComponent2) {
1443
+ if (started) {
1444
+ this.onCollisionStarted(colliderComponent1, col1, colliderComponent2, col2);
1445
+ this.onCollisionStarted(colliderComponent2, col2, colliderComponent1, col1);
1446
+ }
1447
+ else {
1448
+ this.onCollisionEnded(colliderComponent1, colliderComponent2);
1449
+ this.onCollisionEnded(colliderComponent2, colliderComponent1);
1450
+ }
1451
+ }
1452
+ });
1453
+ }
1454
+
1455
+ update() {
1456
+ this.onHandleCollisionStay();
1457
+ }
1458
+
1459
+ private onCollisionStarted(self: ICollider, selfBody: Collider, other: ICollider, otherBody: Collider) {
1460
+ let collision: Collision | null = null;
1461
+
1462
+ // if one is a trigger we dont get collisions but want to raise the trigger events
1463
+ if (self.isTrigger || other.isTrigger) {
1464
+ foreachComponent(self.gameObject, (c: IComponent) => {
1465
+ if (c.onTriggerEnter && !c.destroyed) {
1466
+ c.onTriggerEnter(other);
1467
+ }
1468
+ this.activeTriggers.push({ collider: self, component: c, otherCollider: other });
1469
+ });
1470
+ }
1471
+ else {
1472
+ const object = self.gameObject;
1473
+ // TODO: we dont respect the flip value here!
1474
+ this.world.contactPair(selfBody, otherBody, (manifold, _flipped) => {
1475
+ foreachComponent(object, (c: IComponent) => {
1476
+ if (c.destroyed) return;
1477
+ const hasDeclaredEventMethod = c.onCollisionEnter || c.onCollisionStay || c.onCollisionExit;
1478
+ if (hasDeclaredEventMethod || debugCollisions) {
1479
+ if (!collision) {
1480
+ const contacts: Array<ContactPoint> = [];
1481
+ const normal = manifold.normal();
1482
+ // invert the normal for convex MeshColliders, NE-2680
1483
+ if (other instanceof MeshCollider && other.convex) {
1484
+ normal.x = -normal.x;
1485
+ normal.y = -normal.y;
1486
+ normal.z = -normal.z;
1487
+ }
1488
+ for (let i = 0; i < manifold.numSolverContacts(); i++) {
1489
+ // solver points are in world space
1490
+ // https://rapier.rs/docs/user_guides/javascript/advanced_collision_detection_js#the-contact-graph
1491
+ const pt = manifold.solverContactPoint(i);
1492
+ const impulse = manifold.contactImpulse(i);
1493
+ if (pt) {
1494
+ const dist = manifold.contactDist(i);
1495
+ const friction = manifold.solverContactFriction(i);
1496
+ const tangentVelocity = manifold.solverContactTangentVelocity(i);
1497
+ const contact = new ContactPoint(pt, dist, normal, impulse, friction, tangentVelocity);
1498
+ contacts.push(contact);
1499
+ if (debugCollisions) {
1500
+ Gizmos.DrawDirection(pt, normal, 0xff0000, 3, true);
1501
+ }
1502
+ }
1503
+ }
1504
+ collision = new Collision(object, other, contacts);
1505
+ }
1506
+
1507
+ // we only need to keep track if any event exists
1508
+ if (hasDeclaredEventMethod) {
1509
+ const info = { collider: self, component: c, collision };
1510
+
1511
+ this.activeCollisions.push(info);
1512
+ if (c.onCollisionStay) {
1513
+ this.activeCollisionsStay.push(info);
1514
+ }
1515
+
1516
+ c.onCollisionEnter?.call(c, collision);
1517
+ }
1518
+
1519
+ }
1520
+ });
1521
+ });
1522
+ }
1523
+ }
1524
+
1525
+ private onHandleCollisionStay() {
1526
+ for (const active of this.activeCollisionsStay) {
1527
+ const c = active.component;
1528
+ if (c.destroyed) continue;
1529
+ if (c.activeAndEnabled && c.onCollisionStay) {
1530
+ if (active.collision.collider.destroyed) continue;
1531
+ const arg = active.collision;
1532
+ c.onCollisionStay(arg);
1533
+ }
1534
+ }
1535
+ for (const active of this.activeTriggers) {
1536
+ const c = active.component;
1537
+ if (c.destroyed) continue;
1538
+ if (c.activeAndEnabled && c.onTriggerStay) {
1539
+ const arg = active.otherCollider;
1540
+ if (arg.destroyed) continue;
1541
+ c.onTriggerStay(arg);
1542
+ }
1543
+ }
1544
+ }
1545
+
1546
+ private onCollisionEnded(self: ICollider, other: ICollider) {
1547
+ if (self.destroyed || other.destroyed) return;
1548
+ for (let i = 0; i < this.activeCollisions.length; i++) {
1549
+ const active = this.activeCollisions[i];
1550
+ const collider = active.collider;
1551
+ if (collider.destroyed || active.collision.collider.destroyed) {
1552
+ this.activeCollisions.splice(i, 1);
1553
+ i--;
1554
+ continue;
1555
+ }
1556
+ if (collider === self && active.collision.collider === other) {
1557
+ const c = active.component;
1558
+ this.activeCollisions.splice(i, 1);
1559
+ i--;
1560
+ if (c.activeAndEnabled && c.onCollisionExit) {
1561
+ const collision = active.collision;
1562
+ c.onCollisionExit(collision);
1563
+ }
1564
+ }
1565
+ }
1566
+ for (let i = 0; i < this.activeCollisionsStay.length; i++) {
1567
+ const active = this.activeCollisionsStay[i];
1568
+ const collider = active.collider;
1569
+ if (collider.destroyed || active.collision.collider.destroyed) {
1570
+ this.activeCollisionsStay.splice(i, 1);
1571
+ i--;
1572
+ continue;
1573
+ }
1574
+ if (collider === self && active.collision.collider === other) {
1575
+ const c = active.component;
1576
+ this.activeCollisionsStay.splice(i, 1);
1577
+ i--;
1578
+ if (c.activeAndEnabled && c.onCollisionExit) {
1579
+ const collision = active.collision;
1580
+ c.onCollisionExit(collision);
1581
+ }
1582
+ }
1583
+ }
1584
+ for (let i = 0; i < this.activeTriggers.length; i++) {
1585
+ const active = this.activeTriggers[i];
1586
+ const collider = active.collider;
1587
+ if (collider.destroyed || active.otherCollider.destroyed) {
1588
+ this.activeTriggers.splice(i, 1);
1589
+ i--;
1590
+ continue;
1591
+ }
1592
+ if (collider === self && active.otherCollider === other) {
1593
+ const c = active.component;
1594
+ this.activeTriggers.splice(i, 1);
1595
+ i--;
1596
+ if (c.activeAndEnabled && c.onTriggerExit) {
1597
+ const collision = active.otherCollider;
1598
+ c.onTriggerExit(collision);
1599
+ }
1600
+ }
1601
+ }
1602
+ }
1603
+ }