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