@needle-tools/engine 4.4.0-beta.3 → 4.4.0-beta.4

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 (1051) hide show
  1. package/CHANGELOG.md +3614 -3608
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/needle-engine.bundle.js +503 -460
  6. package/dist/needle-engine.bundle.light.js +502 -459
  7. package/dist/needle-engine.bundle.light.min.js +69 -69
  8. package/dist/needle-engine.bundle.light.umd.cjs +76 -76
  9. package/dist/needle-engine.bundle.min.js +69 -69
  10. package/dist/needle-engine.bundle.umd.cjs +67 -67
  11. package/dist/needle-engine.d.ts +138 -130
  12. package/dist/needle-engine.light.d.ts +138 -130
  13. package/dist/postprocessing.js +1513 -1659
  14. package/dist/postprocessing.light.js +1513 -1659
  15. package/dist/postprocessing.light.min.js +66 -80
  16. package/dist/postprocessing.light.umd.cjs +69 -83
  17. package/dist/postprocessing.min.js +66 -80
  18. package/dist/postprocessing.umd.cjs +69 -83
  19. package/dist/vendor.js +1 -1
  20. package/dist/vendor.light.js +1 -1
  21. package/lib/asap/needle-asap.d.ts +1 -1
  22. package/lib/asap/needle-asap.js +95 -95
  23. package/lib/asap/sessiongranted.d.ts +3 -3
  24. package/lib/asap/sessiongranted.js +65 -65
  25. package/lib/asap/utils.d.ts +1 -1
  26. package/lib/asap/utils.js +3 -3
  27. package/lib/engine/analytics/index.d.ts +6 -6
  28. package/lib/engine/analytics/index.js +12 -12
  29. package/lib/engine/analytics/lcp.d.ts +3 -3
  30. package/lib/engine/analytics/lcp.js +34 -34
  31. package/lib/engine/api.d.ts +81 -81
  32. package/lib/engine/api.js +80 -80
  33. package/lib/engine/assets/index.d.ts +11 -11
  34. package/lib/engine/assets/index.js +47 -47
  35. package/lib/engine/assets/static.d.ts +1 -1
  36. package/lib/engine/assets/static.js +4 -4
  37. package/lib/engine/codegen/register_types.d.ts +1 -1
  38. package/lib/engine/codegen/register_types.js +300 -300
  39. package/lib/engine/debug/debug.d.ts +15 -15
  40. package/lib/engine/debug/debug.js +44 -44
  41. package/lib/engine/debug/debug_console.d.ts +2 -2
  42. package/lib/engine/debug/debug_console.js +307 -307
  43. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  44. package/lib/engine/debug/debug_overlay.js +316 -316
  45. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  46. package/lib/engine/debug/debug_spatial_console.js +390 -390
  47. package/lib/engine/debug/index.d.ts +2 -2
  48. package/lib/engine/debug/index.js +2 -2
  49. package/lib/engine/engine.d.ts +4 -0
  50. package/lib/engine/engine.js +12 -0
  51. package/lib/engine/engine.js.map +1 -0
  52. package/lib/engine/engine_addressables.d.ts +166 -166
  53. package/lib/engine/engine_addressables.js +608 -608
  54. package/lib/engine/engine_animation.d.ts +43 -43
  55. package/lib/engine/engine_animation.js +133 -133
  56. package/lib/engine/engine_application.d.ts +40 -40
  57. package/lib/engine/engine_application.js +104 -104
  58. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  59. package/lib/engine/engine_assetdatabase.js +344 -344
  60. package/lib/engine/engine_audio.d.ts +4 -4
  61. package/lib/engine/engine_audio.js +23 -23
  62. package/lib/engine/engine_camera.d.ts +13 -13
  63. package/lib/engine/engine_camera.js +30 -30
  64. package/lib/engine/engine_components.d.ts +110 -110
  65. package/lib/engine/engine_components.js +380 -380
  66. package/lib/engine/engine_components_internal.d.ts +9 -9
  67. package/lib/engine/engine_components_internal.js +36 -36
  68. package/lib/engine/engine_constants.d.ts +10 -10
  69. package/lib/engine/engine_constants.js +41 -41
  70. package/lib/engine/engine_context.d.ts +345 -345
  71. package/lib/engine/engine_context.js +1515 -1515
  72. package/lib/engine/engine_context_registry.d.ts +71 -71
  73. package/lib/engine/engine_context_registry.js +117 -117
  74. package/lib/engine/engine_coroutine.d.ts +35 -35
  75. package/lib/engine/engine_coroutine.js +52 -52
  76. package/lib/engine/engine_create_objects.d.ts +118 -118
  77. package/lib/engine/engine_create_objects.js +308 -308
  78. package/lib/engine/engine_default_parameters.d.ts +2 -2
  79. package/lib/engine/engine_default_parameters.js +3 -3
  80. package/lib/engine/engine_editor-sync.d.ts +21 -21
  81. package/lib/engine/engine_editor-sync.js +4 -4
  82. package/lib/engine/engine_element.d.ts +113 -113
  83. package/lib/engine/engine_element.js +829 -830
  84. package/lib/engine/engine_element.js.map +1 -1
  85. package/lib/engine/engine_element_attributes.d.ts +72 -72
  86. package/lib/engine/engine_element_attributes.js +1 -1
  87. package/lib/engine/engine_element_extras.d.ts +6 -6
  88. package/lib/engine/engine_element_extras.js +13 -13
  89. package/lib/engine/engine_element_loading.d.ts +44 -44
  90. package/lib/engine/engine_element_loading.js +349 -349
  91. package/lib/engine/engine_element_overlay.d.ts +21 -21
  92. package/lib/engine/engine_element_overlay.js +166 -166
  93. package/lib/engine/engine_fileloader.d.ts +2 -2
  94. package/lib/engine/engine_fileloader.js +8 -8
  95. package/lib/engine/engine_gameobject.d.ts +68 -68
  96. package/lib/engine/engine_gameobject.js +591 -591
  97. package/lib/engine/engine_generic_utils.d.ts +1 -1
  98. package/lib/engine/engine_generic_utils.js +13 -13
  99. package/lib/engine/engine_gizmos.d.ts +149 -149
  100. package/lib/engine/engine_gizmos.js +530 -530
  101. package/lib/engine/engine_gltf.d.ts +12 -12
  102. package/lib/engine/engine_gltf.js +15 -15
  103. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  104. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  105. package/lib/engine/engine_hot_reload.d.ts +7 -7
  106. package/lib/engine/engine_hot_reload.js +184 -184
  107. package/lib/engine/engine_input.d.ts +352 -352
  108. package/lib/engine/engine_input.js +1265 -1265
  109. package/lib/engine/engine_input_utils.d.ts +2 -2
  110. package/lib/engine/engine_input_utils.js +22 -22
  111. package/lib/engine/engine_instancing.d.ts +19 -19
  112. package/lib/engine/engine_instancing.js +39 -39
  113. package/lib/engine/engine_license.d.ts +9 -9
  114. package/lib/engine/engine_license.js +320 -320
  115. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  116. package/lib/engine/engine_lifecycle_api.js +99 -99
  117. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  118. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  119. package/lib/engine/engine_lightdata.d.ts +23 -23
  120. package/lib/engine/engine_lightdata.js +91 -91
  121. package/lib/engine/engine_loaders.d.ts +13 -13
  122. package/lib/engine/engine_loaders.js +62 -62
  123. package/lib/engine/engine_lods.d.ts +31 -31
  124. package/lib/engine/engine_lods.js +146 -146
  125. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  126. package/lib/engine/engine_mainloop_utils.js +466 -466
  127. package/lib/engine/engine_math.d.ts +114 -114
  128. package/lib/engine/engine_math.js +247 -247
  129. package/lib/engine/engine_modules.d.ts +36 -36
  130. package/lib/engine/engine_modules.js +85 -85
  131. package/lib/engine/engine_networking.d.ts +252 -252
  132. package/lib/engine/engine_networking.js +743 -743
  133. package/lib/engine/engine_networking_auto.d.ts +24 -24
  134. package/lib/engine/engine_networking_auto.js +310 -310
  135. package/lib/engine/engine_networking_blob.d.ts +48 -48
  136. package/lib/engine/engine_networking_blob.js +212 -212
  137. package/lib/engine/engine_networking_files.d.ts +35 -35
  138. package/lib/engine/engine_networking_files.js +172 -172
  139. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  140. package/lib/engine/engine_networking_files_default_components.js +42 -42
  141. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  142. package/lib/engine/engine_networking_instantiate.js +345 -345
  143. package/lib/engine/engine_networking_peer.d.ts +15 -15
  144. package/lib/engine/engine_networking_peer.js +132 -132
  145. package/lib/engine/engine_networking_streams.d.ts +123 -123
  146. package/lib/engine/engine_networking_streams.js +645 -645
  147. package/lib/engine/engine_networking_types.d.ts +22 -22
  148. package/lib/engine/engine_networking_types.js +7 -7
  149. package/lib/engine/engine_networking_utils.d.ts +2 -2
  150. package/lib/engine/engine_networking_utils.js +20 -20
  151. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  152. package/lib/engine/engine_networking_websocket.js +2 -2
  153. package/lib/engine/engine_patcher.d.ts +10 -10
  154. package/lib/engine/engine_patcher.js +142 -142
  155. package/lib/engine/engine_physics.d.ts +152 -152
  156. package/lib/engine/engine_physics.js +645 -645
  157. package/lib/engine/engine_physics.types.d.ts +40 -40
  158. package/lib/engine/engine_physics.types.js +33 -33
  159. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  160. package/lib/engine/engine_physics_rapier.js +1432 -1432
  161. package/lib/engine/engine_playerview.d.ts +26 -26
  162. package/lib/engine/engine_playerview.js +64 -64
  163. package/lib/engine/engine_scenelighting.d.ts +71 -71
  164. package/lib/engine/engine_scenelighting.js +226 -226
  165. package/lib/engine/engine_scenetools.d.ts +50 -50
  166. package/lib/engine/engine_scenetools.js +321 -321
  167. package/lib/engine/engine_serialization.d.ts +3 -3
  168. package/lib/engine/engine_serialization.js +3 -3
  169. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  170. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  171. package/lib/engine/engine_serialization_core.d.ts +85 -85
  172. package/lib/engine/engine_serialization_core.js +602 -602
  173. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  174. package/lib/engine/engine_serialization_decorator.js +66 -66
  175. package/lib/engine/engine_setup.d.ts +1 -1
  176. package/lib/engine/engine_setup.js +2 -2
  177. package/lib/engine/engine_shaders.d.ts +53 -53
  178. package/lib/engine/engine_shaders.js +252 -252
  179. package/lib/engine/engine_shims.d.ts +4 -4
  180. package/lib/engine/engine_shims.js +24 -24
  181. package/lib/engine/engine_test_utils.d.ts +39 -39
  182. package/lib/engine/engine_test_utils.js +83 -83
  183. package/lib/engine/engine_texture.d.ts +28 -28
  184. package/lib/engine/engine_texture.js +64 -64
  185. package/lib/engine/engine_three_utils.d.ts +201 -201
  186. package/lib/engine/engine_three_utils.js +731 -731
  187. package/lib/engine/engine_time.d.ts +51 -51
  188. package/lib/engine/engine_time.js +82 -82
  189. package/lib/engine/engine_time_utils.d.ts +88 -88
  190. package/lib/engine/engine_time_utils.js +215 -215
  191. package/lib/engine/engine_tonemapping.d.ts +2 -2
  192. package/lib/engine/engine_tonemapping.js +194 -194
  193. package/lib/engine/engine_types.d.ts +572 -572
  194. package/lib/engine/engine_types.js +88 -88
  195. package/lib/engine/engine_typestore.d.ts +28 -28
  196. package/lib/engine/engine_typestore.js +55 -55
  197. package/lib/engine/engine_util_decorator.d.ts +13 -13
  198. package/lib/engine/engine_util_decorator.js +116 -116
  199. package/lib/engine/engine_utils.d.ts +266 -266
  200. package/lib/engine/engine_utils.js +878 -878
  201. package/lib/engine/engine_utils_format.d.ts +21 -21
  202. package/lib/engine/engine_utils_format.js +193 -193
  203. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  204. package/lib/engine/engine_utils_screenshot.js +513 -513
  205. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  206. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  207. package/lib/engine/engine_web_api.d.ts +12 -0
  208. package/lib/engine/engine_web_api.js +113 -0
  209. package/lib/engine/engine_web_api.js.map +1 -0
  210. package/lib/engine/engine_xr.d.ts +1 -1
  211. package/lib/engine/engine_xr.js +1 -1
  212. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  213. package/lib/engine/export/gltf/Writers.js +24 -24
  214. package/lib/engine/export/gltf/index.d.ts +11 -11
  215. package/lib/engine/export/gltf/index.js +123 -123
  216. package/lib/engine/export/index.d.ts +2 -2
  217. package/lib/engine/export/index.js +2 -2
  218. package/lib/engine/export/state.d.ts +7 -7
  219. package/lib/engine/export/state.js +17 -17
  220. package/lib/engine/export/utils.d.ts +2 -2
  221. package/lib/engine/export/utils.js +7 -7
  222. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  223. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  224. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  225. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  226. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  227. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  228. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  229. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  230. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  231. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  232. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  233. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  234. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  235. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  236. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  237. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  238. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  239. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  240. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  241. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  242. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  243. package/lib/engine/extensions/extension_resolver.js +1 -1
  244. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  245. package/lib/engine/extensions/extension_utils.js +152 -152
  246. package/lib/engine/extensions/extensions.d.ts +31 -31
  247. package/lib/engine/extensions/extensions.js +103 -103
  248. package/lib/engine/extensions/index.d.ts +6 -6
  249. package/lib/engine/extensions/index.js +6 -6
  250. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  251. package/lib/engine/extensions/usage_tracker.js +65 -65
  252. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  253. package/lib/engine/js-extensions/Camera.js +39 -39
  254. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  255. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  256. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  257. package/lib/engine/js-extensions/Layers.js +22 -22
  258. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  259. package/lib/engine/js-extensions/Object3D.js +136 -136
  260. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -22
  261. package/lib/engine/js-extensions/RGBAColor.js +110 -62
  262. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  263. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  264. package/lib/engine/js-extensions/Vector.js +13 -13
  265. package/lib/engine/js-extensions/index.d.ts +5 -5
  266. package/lib/engine/js-extensions/index.js +5 -5
  267. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  268. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  269. package/lib/engine/shaders/shaderData.d.ts +55 -55
  270. package/lib/engine/shaders/shaderData.js +58 -58
  271. package/lib/engine/tests/test_utils.d.ts +2 -2
  272. package/lib/engine/tests/test_utils.js +53 -53
  273. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  274. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  275. package/lib/engine/webcomponents/api.d.ts +5 -5
  276. package/lib/engine/webcomponents/api.js +4 -4
  277. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  278. package/lib/engine/webcomponents/buttons.js +237 -237
  279. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  280. package/lib/engine/webcomponents/fonts.js +32 -32
  281. package/lib/engine/webcomponents/icons.d.ts +9 -9
  282. package/lib/engine/webcomponents/icons.js +52 -52
  283. package/lib/engine/webcomponents/index.d.ts +1 -1
  284. package/lib/engine/webcomponents/index.js +1 -1
  285. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  286. package/lib/engine/webcomponents/logo-element.js +67 -67
  287. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  288. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  289. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  290. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  291. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  292. package/lib/engine/webcomponents/needle-button.js +161 -161
  293. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  294. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  295. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  296. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  297. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  298. package/lib/engine/xr/NeedleXRSync.js +188 -188
  299. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  300. package/lib/engine/xr/SceneTransition.js +69 -69
  301. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  302. package/lib/engine/xr/TempXRContext.js +187 -187
  303. package/lib/engine/xr/XRRig.d.ts +7 -7
  304. package/lib/engine/xr/XRRig.js +1 -1
  305. package/lib/engine/xr/api.d.ts +6 -6
  306. package/lib/engine/xr/api.js +6 -6
  307. package/lib/engine/xr/events.d.ts +66 -66
  308. package/lib/engine/xr/events.js +93 -93
  309. package/lib/engine/xr/internal.d.ts +12 -12
  310. package/lib/engine/xr/internal.js +25 -25
  311. package/lib/engine/xr/usdz.d.ts +12 -12
  312. package/lib/engine/xr/usdz.js +29 -29
  313. package/lib/engine/xr/utils.d.ts +11 -11
  314. package/lib/engine/xr/utils.js +34 -34
  315. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  316. package/lib/engine-components/AlignmentConstraint.js +39 -39
  317. package/lib/engine-components/Animation.d.ts +156 -156
  318. package/lib/engine-components/Animation.js +508 -508
  319. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  320. package/lib/engine-components/AnimationCurve.js +159 -159
  321. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  322. package/lib/engine-components/AnimationUtils.js +27 -27
  323. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  324. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  325. package/lib/engine-components/Animator.d.ts +217 -217
  326. package/lib/engine-components/Animator.js +354 -354
  327. package/lib/engine-components/AnimatorController.d.ts +227 -227
  328. package/lib/engine-components/AnimatorController.js +1152 -1152
  329. package/lib/engine-components/AudioListener.d.ts +33 -33
  330. package/lib/engine-components/AudioListener.js +86 -86
  331. package/lib/engine-components/AudioSource.d.ts +217 -217
  332. package/lib/engine-components/AudioSource.js +627 -627
  333. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  334. package/lib/engine-components/AvatarLoader.js +231 -231
  335. package/lib/engine-components/AxesHelper.d.ts +32 -32
  336. package/lib/engine-components/AxesHelper.js +67 -67
  337. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  338. package/lib/engine-components/BasicIKConstraint.js +43 -43
  339. package/lib/engine-components/BoxCollider.d.ts +2 -2
  340. package/lib/engine-components/BoxCollider.js +2 -2
  341. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  342. package/lib/engine-components/BoxHelperComponent.js +102 -102
  343. package/lib/engine-components/Camera.d.ts +231 -231
  344. package/lib/engine-components/Camera.js +700 -694
  345. package/lib/engine-components/Camera.js.map +1 -1
  346. package/lib/engine-components/CameraUtils.d.ts +1 -1
  347. package/lib/engine-components/CameraUtils.js +118 -127
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  1019. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1020. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1021. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1022. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1023. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1024. package/src/engine-schemes/dist/transform.js +46 -0
  1025. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1026. package/src/engine-schemes/dist/vec2.js +32 -0
  1027. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1028. package/src/engine-schemes/dist/vec3.js +36 -0
  1029. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1030. package/src/engine-schemes/dist/vec4.js +40 -0
  1031. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1032. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1033. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1034. package/src/engine-schemes/schemes.ts +28 -28
  1035. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1036. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1037. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1038. package/src/engine-schemes/transform.ts +50 -50
  1039. package/src/engine-schemes/transforms.fbs +25 -25
  1040. package/src/engine-schemes/vec.fbs +19 -19
  1041. package/src/engine-schemes/vec2.ts +33 -33
  1042. package/src/engine-schemes/vec3.ts +38 -38
  1043. package/src/engine-schemes/vec4.ts +43 -43
  1044. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1045. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1046. package/src/include/draco/draco_decoder.js +34 -34
  1047. package/src/include/ktx2/basis_transcoder.js +21 -21
  1048. package/src/include/needle/arial-msdf.json +1471 -1471
  1049. package/src/include/three/DragControls.js +231 -231
  1050. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1051. package/src/needle-engine.ts +70 -70
@@ -1,527 +1,527 @@
1
- import { Matrix4, Object3D, Quaternion, Vector3, Vector3Like } from "three";
2
-
3
- import { isDevEnvironment } from "../engine/debug/index.js";
4
- import { MODULES } from "../engine/engine_modules.js";
5
- import { CollisionDetectionMode, RigidbodyConstraints } from "../engine/engine_physics.types.js";
6
- import { serializable } from "../engine/engine_serialization_decorator.js";
7
- import { Context, FrameEvent } from "../engine/engine_setup.js";
8
- import { getWorldPosition } from "../engine/engine_three_utils.js";
9
- import type { IRigidbody, Vec3 } from "../engine/engine_types.js";
10
- import { validate } from "../engine/engine_util_decorator.js";
11
- import { delayForFrames, Watch } from "../engine/engine_utils.js";
12
- import { Behaviour } from "./Component.js";
13
-
14
- class TransformWatch {
15
-
16
- get isDirty(): boolean {
17
- return this.positionChanged || this.rotationChanged;
18
- }
19
- positionChanged: boolean = false;
20
- rotationChanged: boolean = false;
21
-
22
- position?: { x?: number, y?: number, z?: number };
23
- quaternion?: { _x?: number, _y?: number, _z?: number, _w?: number };
24
-
25
- private _positionKeys: string[] = ["x", "y", "z"];
26
- private _quaternionKeys: string[] = ["_x", "_y", "_z", "_w"];
27
-
28
- reset(clearPreviousValues: boolean = false) {
29
- this.positionChanged = false;
30
- this.rotationChanged = false;
31
- this.mute = false;
32
-
33
- if (clearPreviousValues) {
34
- if (this.position)
35
- for (const key of this._positionKeys)
36
- delete this.position[key];
37
- if (this.quaternion)
38
- for (const key of this._quaternionKeys)
39
- delete this.quaternion[key];
40
- }
41
- }
42
-
43
- syncValues() {
44
- for (const key of this._positionKeys) {
45
- this.position![key] = this.obj.position[key];
46
- }
47
- for (const key of this._quaternionKeys) {
48
- this.quaternion![key] = this.obj.quaternion[key];
49
- }
50
- }
51
-
52
- mute: boolean = false;
53
-
54
- applyValues() {
55
- // only apply the values that actually changed
56
- // since we want to still control all the other values via physics
57
- if (this.positionChanged && this.position) {
58
- for (const key of this._positionKeys) {
59
- const val = this.position[key];
60
- if (val !== undefined)
61
- this.obj.position[key] = val;
62
- }
63
- }
64
- if (this.rotationChanged) {
65
- if (this.quaternion) {
66
- for (const key of this._quaternionKeys) {
67
- const val = this.quaternion[key];
68
- if (val !== undefined)
69
- this.obj.quaternion[key] = val;
70
- }
71
- }
72
- }
73
- }
74
-
75
- readonly context: Context;
76
- readonly obj: Object3D;
77
- private _positionWatch?: Watch;
78
- private _rotationWatch?: Watch;
79
-
80
- constructor(obj: Object3D, context: Context) {
81
- this.context = context;
82
- this.obj = obj;
83
- }
84
-
85
- start(position: boolean, rotation: boolean) {
86
- this.reset();
87
- if (position) {
88
- if (!this._positionWatch)
89
- this._positionWatch = new Watch(this.obj.position, ["x", "y", "z"]);
90
- this._positionWatch.apply();
91
- this.position = {};
92
- // this.position = this.obj.position.clone();
93
- this._positionWatch.subscribeWrite((val, prop) => {
94
- if (this.context.physics.engine?.isUpdating || this.mute) return;
95
- const prev = this.position![prop];
96
- if (Math.abs(prev - val) < .00001) return;
97
- this.position![prop] = val;
98
- this.positionChanged = true;
99
- })
100
- }
101
- if (rotation) {
102
- if (!this._rotationWatch)
103
- this._rotationWatch = new Watch(this.obj.quaternion, ["_x", "_y", "_z", "_w"]);
104
- this._rotationWatch.apply();
105
- this.quaternion = {};
106
- // this.quaternion = this.obj.quaternion.clone();
107
- this._rotationWatch.subscribeWrite((val, prop) => {
108
- if (this.context.physics.engine?.isUpdating || this.mute) return;
109
- const prev = this.quaternion![prop];
110
- if (Math.abs(prev - val) < .00001) return;
111
- this.quaternion![prop] = val;
112
- this.rotationChanged = true;
113
- })
114
- }
115
-
116
- // detect changes in the parent matrix
117
- const original = this.obj.matrixWorld.multiplyMatrices.bind(this.obj.matrixWorld);
118
- const lastParentMatrix = new Matrix4();
119
- this.obj.matrixWorld["multiplyMatrices"] = (parent: Matrix4, matrix: Matrix4) => {
120
- if (this.context.physics.engine?.isUpdating || this.mute) return original(parent, matrix);
121
- if (!lastParentMatrix.equals(parent)) {
122
- this.positionChanged = true;
123
- this.rotationChanged = true;
124
- lastParentMatrix.copy(parent);
125
- }
126
- return original(parent, matrix);;
127
- }
128
- }
129
-
130
- stop() {
131
- this._positionWatch?.revoke();
132
- this._rotationWatch?.revoke();
133
- }
134
- }
135
-
136
- /**
137
- * A Rigidbody is used together with a Collider to create physical interactions between objects in the scene.
138
- * @category Physics
139
- * @group Components
140
- */
141
- export class Rigidbody extends Behaviour implements IRigidbody {
142
-
143
- get isRigidbody() { return true; }
144
-
145
- /** When true the mass will be automatically calculated by the attached colliders */
146
- @validate()
147
- autoMass: boolean = true;
148
-
149
- /** By default the mass will be automatically calculated (see `autoMass`) by the physics engine using the collider sizes
150
- * To set the mass manually you can either set the `mass` value or set `autoMass` to `false`
151
- */
152
- @serializable()
153
- set mass(value: number) {
154
- if (value === this._mass) return;
155
- this._mass = value;
156
- this._propertiesChanged = true;
157
- // When setting the mass manually we disable autoMass
158
- if (this.__didAwake) {
159
- this.autoMass = false;
160
- }
161
- }
162
- get mass() {
163
- if (this.autoMass)
164
- return this.context.physics.engine?.getBody(this)?.mass() ?? -1;
165
- return this._mass;
166
- }
167
- private _mass: number = 0;
168
-
169
- /**
170
- * Use gravity is a flag that can be set to false to disable gravity for a specific rigid-body.
171
- */
172
- @validate()
173
- @serializable()
174
- useGravity: boolean = true;
175
-
176
- /**
177
- * The center of mass is the point around which the mass of the rigid-body is evenly distributed. It is used to compute the torque applied to the rigid-body when forces are applied to it.
178
- */
179
- @serializable(Vector3)
180
- centerOfMass: Vector3 = new Vector3(0, 0, 0);
181
-
182
- /**
183
- * Constraints are used to lock the position or rotation of an object in a specific axis.
184
- */
185
- @validate()
186
- @serializable()
187
- constraints: RigidbodyConstraints = RigidbodyConstraints.None;
188
-
189
- /**
190
- * IsKinematic is a flag that can be set to true to make a rigid-body kinematic. Kinematic rigid-bodies are not affected by forces and collisions. They are meant to be animated by the user.
191
- */
192
- @validate()
193
- @serializable()
194
- isKinematic: boolean = false;
195
-
196
- /** Drag is a force that resists the motion of the rigid-body. It is applied to the center-of-mass of the rigid-body.
197
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
198
- @validate()
199
- @serializable()
200
- drag: number = 0;
201
-
202
- /** Angular drag is a force that resists the rotation of the rigid-body. It is applied to the center-of-mass of the rigid-body.
203
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
204
- @validate()
205
- @serializable()
206
- angularDrag: number = 1;
207
-
208
- /**
209
- * Detect collisions is a flag that can be set to false to disable collision detection for a specific rigid-body.
210
- */
211
- @validate()
212
- @serializable()
213
- detectCollisions: boolean = true;
214
-
215
- /** The sleeping threshold is the minimum velocity below which a dynamic rigid-body will be put to sleep by the physics engine.
216
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
217
- @validate()
218
- @serializable()
219
- sleepThreshold: number = 0.01;
220
-
221
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection */
222
- @validate()
223
- @serializable()
224
- collisionDetectionMode: CollisionDetectionMode = CollisionDetectionMode.Discrete;
225
-
226
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
227
- get lockPositionX() {
228
- return (this.constraints & RigidbodyConstraints.FreezePositionX) !== 0;
229
- }
230
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
231
- get lockPositionY() {
232
- return (this.constraints & RigidbodyConstraints.FreezePositionY) !== 0;
233
- }
234
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
235
- get lockPositionZ() {
236
- return (this.constraints & RigidbodyConstraints.FreezePositionZ) !== 0;
237
- }
238
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
239
- get lockRotationX() {
240
- return (this.constraints & RigidbodyConstraints.FreezeRotationX) !== 0;
241
- }
242
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
243
- get lockRotationY() {
244
- return (this.constraints & RigidbodyConstraints.FreezeRotationY) !== 0;
245
- }
246
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
247
- get lockRotationZ() {
248
- return (this.constraints & RigidbodyConstraints.FreezeRotationZ) !== 0;
249
- }
250
-
251
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
252
- set lockPositionX(v: boolean) {
253
- if (v) this.constraints |= RigidbodyConstraints.FreezePositionX;
254
- else this.constraints &= ~RigidbodyConstraints.FreezePositionX;
255
- }
256
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
257
- set lockPositionY(v: boolean) {
258
- if (v) this.constraints |= RigidbodyConstraints.FreezePositionY;
259
- else this.constraints &= ~RigidbodyConstraints.FreezePositionY;
260
- }
261
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
262
- set lockPositionZ(v: boolean) {
263
- if (v) this.constraints |= RigidbodyConstraints.FreezePositionZ;
264
- else this.constraints &= ~RigidbodyConstraints.FreezePositionZ;
265
- }
266
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
267
- set lockRotationX(v: boolean) {
268
- if (v) this.constraints |= RigidbodyConstraints.FreezeRotationX;
269
- else this.constraints &= ~RigidbodyConstraints.FreezeRotationX;
270
- }
271
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
272
- set lockRotationY(v: boolean) {
273
- if (v) this.constraints |= RigidbodyConstraints.FreezeRotationY;
274
- else this.constraints &= ~RigidbodyConstraints.FreezeRotationY;
275
- }
276
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
277
- set lockRotationZ(v: boolean) {
278
- if (v) this.constraints |= RigidbodyConstraints.FreezeRotationZ;
279
- else this.constraints &= ~RigidbodyConstraints.FreezeRotationZ;
280
- }
281
-
282
- /** Gravity is such a common force that it is implemented as a special case (even if it could easily be implemented by the user using force application). Note however that a change of gravity won't automatically wake-up the sleeping bodies so keep in mind that you may want to wake them up manually before a gravity change.
283
- *
284
- * It is possible to change the way gravity affects a specific rigid-body by setting the rigid-body's gravity scale to a value other than 1.0. The magnitude of the gravity applied to this body will be multiplied by this scaling factor. Therefore, a gravity scale set to 0.0 will disable gravity for the rigid-body whereas a gravity scale set to 2.0 will make it twice as strong. A negative value will flip the direction of the gravity for this rigid-body.
285
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#gravity
286
- */
287
- set gravityScale(val: number) {
288
- this._gravityScale = val;
289
- }
290
- get gravityScale() {
291
- return this._gravityScale;
292
- }
293
- @validate()
294
- private _gravityScale: number = 1;
295
-
296
- /** Rigidbodies with higher dominance will be immune to forces originating from contacts with rigidbodies of lower dominance.
297
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
298
- */
299
- @validate()
300
- dominanceGroup: number = 0;
301
-
302
- private static tempPosition: Vector3 = new Vector3();
303
- private _propertiesChanged: boolean = false;
304
- private _currentVelocity: Vector3 = new Vector3();
305
- private _smoothedVelocity: Vector3 = new Vector3();
306
- private _smoothedVelocityGetter: Vector3 = new Vector3();
307
- private _lastPosition: Vector3 = new Vector3();
308
-
309
- private _watch?: TransformWatch;
310
-
311
- awake() {
312
- this._watch = undefined;
313
- this._propertiesChanged = false;
314
- }
315
-
316
- onEnable() {
317
- if (!this._watch) {
318
- this._watch = new TransformWatch(this.gameObject, this.context);
319
- }
320
- this._watch.start(true, true);
321
- this.startCoroutine(this.beforePhysics(), FrameEvent.LateUpdate);
322
- if (isDevEnvironment()) {
323
- if (!globalThis["NEEDLE_USE_RAPIER"])
324
- console.warn(`Rigidbody could not be created: Rapier physics are explicitly disabled.`);
325
- else {
326
- MODULES.RAPIER_PHYSICS.ready().then(async () => {
327
- await delayForFrames(3);
328
- if (!this.context.physics.engine?.getBody(this))
329
- console.warn(`Rigidbody could not be created. Ensure \"${this.name}\" has a Collider component.`);
330
- })
331
- }
332
- }
333
- }
334
-
335
- onDisable() {
336
- this._watch?.stop();
337
- this.context.physics.engine?.removeBody(this);
338
- }
339
-
340
- onDestroy(): void {
341
- this.context.physics.engine?.removeBody(this);
342
- }
343
-
344
- onValidate() {
345
- this._propertiesChanged = true;
346
- }
347
-
348
- // need to do this right before updating physics to prevent rendered object glitching through physical bodies
349
- * beforePhysics() {
350
- while (true) {
351
- if (this._propertiesChanged) {
352
- this._propertiesChanged = false;
353
- this.context.physics.engine?.updateProperties(this);
354
- }
355
- if (this._watch?.isDirty) {
356
- this._watch.mute = true;
357
- this._watch.applyValues();
358
- this.context.physics.engine?.updateBody(this, this._watch.positionChanged, this._watch.rotationChanged);
359
- this._watch.reset();
360
- }
361
- else this._watch?.syncValues();
362
- this.captureVelocity();
363
- yield;
364
- }
365
- }
366
-
367
- /** Teleport the rigidbody to a new position in the world.
368
- * Will reset forces before setting the object world position
369
- * @param pt The new position to teleport the object to (world space)
370
- * @param localspace When true the object will be teleported in local space, otherwise in world space
371
- * */
372
- public teleport(pt: { x: number, y: number, z: number }, localspace: boolean = true) {
373
- this._watch?.reset(true);
374
- if (localspace) this.gameObject.position.set(pt.x, pt.y, pt.z);
375
- else this.setWorldPosition(pt.x, pt.y, pt.z);
376
- this.resetForcesAndTorques();
377
- this.resetVelocities();
378
- }
379
-
380
- public resetForces(wakeup: boolean = true) {
381
- this.context.physics.engine?.resetForces(this, wakeup);
382
- }
383
-
384
- public resetTorques(wakeup: boolean = true) {
385
- this.context.physics.engine?.resetTorques(this, wakeup);
386
- }
387
-
388
- public resetVelocities() {
389
- this.setVelocity(0, 0, 0);
390
- this.setAngularVelocity(0, 0, 0);
391
- }
392
-
393
- public resetForcesAndTorques() {
394
- this.resetForces();
395
- this.resetTorques();
396
- }
397
-
398
- /** When a dynamic rigid-body doesn't move (or moves very slowly) during a few seconds, it will be marked as sleeping by the physics pipeline. Rigid-bodies marked as sleeping are no longer simulated by the physics engine until they are woken up. That way the physics engine doesn't waste any computational resources simulating objects that don't actually move. They are woken up automatically whenever another non-sleeping rigid-body starts interacting with them (either with a joint, or with one of its attached colliders generating contacts).
399
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
400
- public wakeUp() {
401
- this.context.physics.engine?.wakeup(this);
402
- }
403
-
404
- public get isSleeping() {
405
- return this.context.physics.engine?.isSleeping(this);
406
- }
407
-
408
- /** Call to force an update of the rigidbody properties in the physics engine */
409
- public updateProperties() {
410
- this._propertiesChanged = false;
411
- return this.context.physics.engine?.updateProperties(this);
412
- }
413
-
414
- /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
415
- * the acceleration change is equal to the force divided by the mass:
416
- * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
417
- public applyForce(vec: Vector3 | Vec3, _rel?: Vector3, wakeup: boolean = true) {
418
- if (this._propertiesChanged) this.updateProperties();
419
- this.context.physics.engine?.addForce(this, vec, wakeup);
420
- }
421
-
422
- /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
423
- * the velocity change is equal to the impulse divided by the mass
424
- * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
425
- public applyImpulse(vec: Vector3 | Vec3, wakeup: boolean = true) {
426
- if (this._propertiesChanged) this.updateProperties();
427
- this.context.physics.engine?.applyImpulse(this, vec, wakeup);
428
- }
429
-
430
- /** @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
431
- public setForce(x: Vector3 | Vec3 | number, y?: number, z?: number, wakeup: boolean = true) {
432
- this.context.physics.engine?.resetForces(this, wakeup);
433
- if (typeof x === "number") {
434
- y ??= 0;
435
- z ??= 0;
436
- this.context.physics.engine?.addForce(this, { x, y, z }, wakeup);
437
- }
438
- else {
439
- this.context.physics.engine?.addForce(this, x, wakeup);
440
- }
441
- }
442
-
443
- /** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current linear velocity of the rigid-body.
444
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
445
- public getVelocity(): Vector3 {
446
- const vel = this.context.physics.engine?.getLinearVelocity(this);
447
- if (!vel) return this._currentVelocity.set(0, 0, 0);
448
- this._currentVelocity.x = vel.x;
449
- this._currentVelocity.y = vel.y;
450
- this._currentVelocity.z = vel.z;
451
- return this._currentVelocity;
452
- }
453
-
454
- public setVelocity(x: number | Vector3, y?: number, z?: number, wakeup: boolean = true) {
455
- if (x instanceof Vector3) {
456
- const vec = x;
457
- this.context.physics.engine?.setLinearVelocity(this, vec, wakeup);
458
- return;
459
- }
460
- if (y === undefined || z === undefined) return;
461
- this.context.physics.engine?.setLinearVelocity(this, { x: x, y: y, z: z }, wakeup);
462
- }
463
-
464
- /** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current angular velocity of the rigid-body.
465
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
466
- public getAngularVelocity(): Vector3 {
467
- const vel = this.context.physics.engine?.getAngularVelocity(this);
468
- if (!vel) return this._currentVelocity.set(0, 0, 0);
469
- this._currentVelocity.x = vel.x;
470
- this._currentVelocity.y = vel.y;
471
- this._currentVelocity.z = vel.z;
472
- return this._currentVelocity;
473
- }
474
-
475
- public setAngularVelocity(x: Vec3, wakeup?: boolean);
476
- public setAngularVelocity(x: number, y: number, z: number, wakeup?: boolean);
477
- public setAngularVelocity(x: number | Vec3, y?: number | boolean, z?: number, wakeup: boolean = true) {
478
-
479
- if (typeof x === "object") {
480
- const vec = x;
481
- this.context.physics.engine?.setAngularVelocity(this, vec, wakeup);
482
- return;
483
- }
484
- if (y === undefined || z === undefined || typeof y === "boolean") {
485
- console.warn("setAngularVelocity expects either a Vec3 or 3 numbers");
486
- return;
487
- }
488
- this.context.physics.engine?.setAngularVelocity(this, { x: x, y: y, z: z }, wakeup);
489
- }
490
-
491
- /** Set the angular velocity of a rigidbody (equivalent to calling `setAngularVelocity`) */
492
- public setTorque(x: Vec3);
493
- public setTorque(x: number, y: number, z: number);
494
- public setTorque(x: number | Vec3, y?: number, z?: number) {
495
- if (typeof x === "number") {
496
- this.setAngularVelocity(x, y!, z!);
497
- }
498
- else this.setAngularVelocity(x);
499
- }
500
-
501
- /**
502
- * Returns the rigidbody velocity smoothed over ~ 10 frames
503
- */
504
- public get smoothedVelocity(): Vector3 {
505
- this._smoothedVelocityGetter.copy(this._smoothedVelocity);
506
- return this._smoothedVelocityGetter.multiplyScalar(1 / this.context.time.deltaTime);
507
- }
508
-
509
-
510
- /**d
511
- * @deprecated not used anymore and will be removed in a future update
512
- */
513
- public setBodyFromGameObject(_velocity: Vector3 | null | { x: number, y: number, z: number } = null) { }
514
-
515
-
516
- private captureVelocity() {
517
- const matrixWorld = this.gameObject.matrixWorld;
518
- Rigidbody.tempPosition.setFromMatrixPosition(matrixWorld);
519
- const vel = Rigidbody.tempPosition.sub(this._lastPosition);
520
- this._lastPosition.copy(Rigidbody.tempPosition);
521
- this._smoothedVelocity.lerp(vel, this.context.time.deltaTime / .1);
522
- }
523
- }
524
-
525
- const tempPosition = new Vector3();
526
- const tempQuaternion = new Quaternion();
1
+ import { Matrix4, Object3D, Quaternion, Vector3, Vector3Like } from "three";
2
+
3
+ import { isDevEnvironment } from "../engine/debug/index.js";
4
+ import { MODULES } from "../engine/engine_modules.js";
5
+ import { CollisionDetectionMode, RigidbodyConstraints } from "../engine/engine_physics.types.js";
6
+ import { serializable } from "../engine/engine_serialization_decorator.js";
7
+ import { Context, FrameEvent } from "../engine/engine_setup.js";
8
+ import { getWorldPosition } from "../engine/engine_three_utils.js";
9
+ import type { IRigidbody, Vec3 } from "../engine/engine_types.js";
10
+ import { validate } from "../engine/engine_util_decorator.js";
11
+ import { delayForFrames, Watch } from "../engine/engine_utils.js";
12
+ import { Behaviour } from "./Component.js";
13
+
14
+ class TransformWatch {
15
+
16
+ get isDirty(): boolean {
17
+ return this.positionChanged || this.rotationChanged;
18
+ }
19
+ positionChanged: boolean = false;
20
+ rotationChanged: boolean = false;
21
+
22
+ position?: { x?: number, y?: number, z?: number };
23
+ quaternion?: { _x?: number, _y?: number, _z?: number, _w?: number };
24
+
25
+ private _positionKeys: string[] = ["x", "y", "z"];
26
+ private _quaternionKeys: string[] = ["_x", "_y", "_z", "_w"];
27
+
28
+ reset(clearPreviousValues: boolean = false) {
29
+ this.positionChanged = false;
30
+ this.rotationChanged = false;
31
+ this.mute = false;
32
+
33
+ if (clearPreviousValues) {
34
+ if (this.position)
35
+ for (const key of this._positionKeys)
36
+ delete this.position[key];
37
+ if (this.quaternion)
38
+ for (const key of this._quaternionKeys)
39
+ delete this.quaternion[key];
40
+ }
41
+ }
42
+
43
+ syncValues() {
44
+ for (const key of this._positionKeys) {
45
+ this.position![key] = this.obj.position[key];
46
+ }
47
+ for (const key of this._quaternionKeys) {
48
+ this.quaternion![key] = this.obj.quaternion[key];
49
+ }
50
+ }
51
+
52
+ mute: boolean = false;
53
+
54
+ applyValues() {
55
+ // only apply the values that actually changed
56
+ // since we want to still control all the other values via physics
57
+ if (this.positionChanged && this.position) {
58
+ for (const key of this._positionKeys) {
59
+ const val = this.position[key];
60
+ if (val !== undefined)
61
+ this.obj.position[key] = val;
62
+ }
63
+ }
64
+ if (this.rotationChanged) {
65
+ if (this.quaternion) {
66
+ for (const key of this._quaternionKeys) {
67
+ const val = this.quaternion[key];
68
+ if (val !== undefined)
69
+ this.obj.quaternion[key] = val;
70
+ }
71
+ }
72
+ }
73
+ }
74
+
75
+ readonly context: Context;
76
+ readonly obj: Object3D;
77
+ private _positionWatch?: Watch;
78
+ private _rotationWatch?: Watch;
79
+
80
+ constructor(obj: Object3D, context: Context) {
81
+ this.context = context;
82
+ this.obj = obj;
83
+ }
84
+
85
+ start(position: boolean, rotation: boolean) {
86
+ this.reset();
87
+ if (position) {
88
+ if (!this._positionWatch)
89
+ this._positionWatch = new Watch(this.obj.position, ["x", "y", "z"]);
90
+ this._positionWatch.apply();
91
+ this.position = {};
92
+ // this.position = this.obj.position.clone();
93
+ this._positionWatch.subscribeWrite((val, prop) => {
94
+ if (this.context.physics.engine?.isUpdating || this.mute) return;
95
+ const prev = this.position![prop];
96
+ if (Math.abs(prev - val) < .00001) return;
97
+ this.position![prop] = val;
98
+ this.positionChanged = true;
99
+ })
100
+ }
101
+ if (rotation) {
102
+ if (!this._rotationWatch)
103
+ this._rotationWatch = new Watch(this.obj.quaternion, ["_x", "_y", "_z", "_w"]);
104
+ this._rotationWatch.apply();
105
+ this.quaternion = {};
106
+ // this.quaternion = this.obj.quaternion.clone();
107
+ this._rotationWatch.subscribeWrite((val, prop) => {
108
+ if (this.context.physics.engine?.isUpdating || this.mute) return;
109
+ const prev = this.quaternion![prop];
110
+ if (Math.abs(prev - val) < .00001) return;
111
+ this.quaternion![prop] = val;
112
+ this.rotationChanged = true;
113
+ })
114
+ }
115
+
116
+ // detect changes in the parent matrix
117
+ const original = this.obj.matrixWorld.multiplyMatrices.bind(this.obj.matrixWorld);
118
+ const lastParentMatrix = new Matrix4();
119
+ this.obj.matrixWorld["multiplyMatrices"] = (parent: Matrix4, matrix: Matrix4) => {
120
+ if (this.context.physics.engine?.isUpdating || this.mute) return original(parent, matrix);
121
+ if (!lastParentMatrix.equals(parent)) {
122
+ this.positionChanged = true;
123
+ this.rotationChanged = true;
124
+ lastParentMatrix.copy(parent);
125
+ }
126
+ return original(parent, matrix);;
127
+ }
128
+ }
129
+
130
+ stop() {
131
+ this._positionWatch?.revoke();
132
+ this._rotationWatch?.revoke();
133
+ }
134
+ }
135
+
136
+ /**
137
+ * A Rigidbody is used together with a Collider to create physical interactions between objects in the scene.
138
+ * @category Physics
139
+ * @group Components
140
+ */
141
+ export class Rigidbody extends Behaviour implements IRigidbody {
142
+
143
+ get isRigidbody() { return true; }
144
+
145
+ /** When true the mass will be automatically calculated by the attached colliders */
146
+ @validate()
147
+ autoMass: boolean = true;
148
+
149
+ /** By default the mass will be automatically calculated (see `autoMass`) by the physics engine using the collider sizes
150
+ * To set the mass manually you can either set the `mass` value or set `autoMass` to `false`
151
+ */
152
+ @serializable()
153
+ set mass(value: number) {
154
+ if (value === this._mass) return;
155
+ this._mass = value;
156
+ this._propertiesChanged = true;
157
+ // When setting the mass manually we disable autoMass
158
+ if (this.__didAwake) {
159
+ this.autoMass = false;
160
+ }
161
+ }
162
+ get mass() {
163
+ if (this.autoMass)
164
+ return this.context.physics.engine?.getBody(this)?.mass() ?? -1;
165
+ return this._mass;
166
+ }
167
+ private _mass: number = 0;
168
+
169
+ /**
170
+ * Use gravity is a flag that can be set to false to disable gravity for a specific rigid-body.
171
+ */
172
+ @validate()
173
+ @serializable()
174
+ useGravity: boolean = true;
175
+
176
+ /**
177
+ * The center of mass is the point around which the mass of the rigid-body is evenly distributed. It is used to compute the torque applied to the rigid-body when forces are applied to it.
178
+ */
179
+ @serializable(Vector3)
180
+ centerOfMass: Vector3 = new Vector3(0, 0, 0);
181
+
182
+ /**
183
+ * Constraints are used to lock the position or rotation of an object in a specific axis.
184
+ */
185
+ @validate()
186
+ @serializable()
187
+ constraints: RigidbodyConstraints = RigidbodyConstraints.None;
188
+
189
+ /**
190
+ * IsKinematic is a flag that can be set to true to make a rigid-body kinematic. Kinematic rigid-bodies are not affected by forces and collisions. They are meant to be animated by the user.
191
+ */
192
+ @validate()
193
+ @serializable()
194
+ isKinematic: boolean = false;
195
+
196
+ /** Drag is a force that resists the motion of the rigid-body. It is applied to the center-of-mass of the rigid-body.
197
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
198
+ @validate()
199
+ @serializable()
200
+ drag: number = 0;
201
+
202
+ /** Angular drag is a force that resists the rotation of the rigid-body. It is applied to the center-of-mass of the rigid-body.
203
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
204
+ @validate()
205
+ @serializable()
206
+ angularDrag: number = 1;
207
+
208
+ /**
209
+ * Detect collisions is a flag that can be set to false to disable collision detection for a specific rigid-body.
210
+ */
211
+ @validate()
212
+ @serializable()
213
+ detectCollisions: boolean = true;
214
+
215
+ /** The sleeping threshold is the minimum velocity below which a dynamic rigid-body will be put to sleep by the physics engine.
216
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
217
+ @validate()
218
+ @serializable()
219
+ sleepThreshold: number = 0.01;
220
+
221
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection */
222
+ @validate()
223
+ @serializable()
224
+ collisionDetectionMode: CollisionDetectionMode = CollisionDetectionMode.Discrete;
225
+
226
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
227
+ get lockPositionX() {
228
+ return (this.constraints & RigidbodyConstraints.FreezePositionX) !== 0;
229
+ }
230
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
231
+ get lockPositionY() {
232
+ return (this.constraints & RigidbodyConstraints.FreezePositionY) !== 0;
233
+ }
234
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
235
+ get lockPositionZ() {
236
+ return (this.constraints & RigidbodyConstraints.FreezePositionZ) !== 0;
237
+ }
238
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
239
+ get lockRotationX() {
240
+ return (this.constraints & RigidbodyConstraints.FreezeRotationX) !== 0;
241
+ }
242
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
243
+ get lockRotationY() {
244
+ return (this.constraints & RigidbodyConstraints.FreezeRotationY) !== 0;
245
+ }
246
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
247
+ get lockRotationZ() {
248
+ return (this.constraints & RigidbodyConstraints.FreezeRotationZ) !== 0;
249
+ }
250
+
251
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
252
+ set lockPositionX(v: boolean) {
253
+ if (v) this.constraints |= RigidbodyConstraints.FreezePositionX;
254
+ else this.constraints &= ~RigidbodyConstraints.FreezePositionX;
255
+ }
256
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
257
+ set lockPositionY(v: boolean) {
258
+ if (v) this.constraints |= RigidbodyConstraints.FreezePositionY;
259
+ else this.constraints &= ~RigidbodyConstraints.FreezePositionY;
260
+ }
261
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
262
+ set lockPositionZ(v: boolean) {
263
+ if (v) this.constraints |= RigidbodyConstraints.FreezePositionZ;
264
+ else this.constraints &= ~RigidbodyConstraints.FreezePositionZ;
265
+ }
266
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
267
+ set lockRotationX(v: boolean) {
268
+ if (v) this.constraints |= RigidbodyConstraints.FreezeRotationX;
269
+ else this.constraints &= ~RigidbodyConstraints.FreezeRotationX;
270
+ }
271
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
272
+ set lockRotationY(v: boolean) {
273
+ if (v) this.constraints |= RigidbodyConstraints.FreezeRotationY;
274
+ else this.constraints &= ~RigidbodyConstraints.FreezeRotationY;
275
+ }
276
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
277
+ set lockRotationZ(v: boolean) {
278
+ if (v) this.constraints |= RigidbodyConstraints.FreezeRotationZ;
279
+ else this.constraints &= ~RigidbodyConstraints.FreezeRotationZ;
280
+ }
281
+
282
+ /** Gravity is such a common force that it is implemented as a special case (even if it could easily be implemented by the user using force application). Note however that a change of gravity won't automatically wake-up the sleeping bodies so keep in mind that you may want to wake them up manually before a gravity change.
283
+ *
284
+ * It is possible to change the way gravity affects a specific rigid-body by setting the rigid-body's gravity scale to a value other than 1.0. The magnitude of the gravity applied to this body will be multiplied by this scaling factor. Therefore, a gravity scale set to 0.0 will disable gravity for the rigid-body whereas a gravity scale set to 2.0 will make it twice as strong. A negative value will flip the direction of the gravity for this rigid-body.
285
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#gravity
286
+ */
287
+ set gravityScale(val: number) {
288
+ this._gravityScale = val;
289
+ }
290
+ get gravityScale() {
291
+ return this._gravityScale;
292
+ }
293
+ @validate()
294
+ private _gravityScale: number = 1;
295
+
296
+ /** Rigidbodies with higher dominance will be immune to forces originating from contacts with rigidbodies of lower dominance.
297
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
298
+ */
299
+ @validate()
300
+ dominanceGroup: number = 0;
301
+
302
+ private static tempPosition: Vector3 = new Vector3();
303
+ private _propertiesChanged: boolean = false;
304
+ private _currentVelocity: Vector3 = new Vector3();
305
+ private _smoothedVelocity: Vector3 = new Vector3();
306
+ private _smoothedVelocityGetter: Vector3 = new Vector3();
307
+ private _lastPosition: Vector3 = new Vector3();
308
+
309
+ private _watch?: TransformWatch;
310
+
311
+ awake() {
312
+ this._watch = undefined;
313
+ this._propertiesChanged = false;
314
+ }
315
+
316
+ onEnable() {
317
+ if (!this._watch) {
318
+ this._watch = new TransformWatch(this.gameObject, this.context);
319
+ }
320
+ this._watch.start(true, true);
321
+ this.startCoroutine(this.beforePhysics(), FrameEvent.LateUpdate);
322
+ if (isDevEnvironment()) {
323
+ if (!globalThis["NEEDLE_USE_RAPIER"])
324
+ console.warn(`Rigidbody could not be created: Rapier physics are explicitly disabled.`);
325
+ else {
326
+ MODULES.RAPIER_PHYSICS.ready().then(async () => {
327
+ await delayForFrames(3);
328
+ if (!this.context.physics.engine?.getBody(this))
329
+ console.warn(`Rigidbody could not be created. Ensure \"${this.name}\" has a Collider component.`);
330
+ })
331
+ }
332
+ }
333
+ }
334
+
335
+ onDisable() {
336
+ this._watch?.stop();
337
+ this.context.physics.engine?.removeBody(this);
338
+ }
339
+
340
+ onDestroy(): void {
341
+ this.context.physics.engine?.removeBody(this);
342
+ }
343
+
344
+ onValidate() {
345
+ this._propertiesChanged = true;
346
+ }
347
+
348
+ // need to do this right before updating physics to prevent rendered object glitching through physical bodies
349
+ * beforePhysics() {
350
+ while (true) {
351
+ if (this._propertiesChanged) {
352
+ this._propertiesChanged = false;
353
+ this.context.physics.engine?.updateProperties(this);
354
+ }
355
+ if (this._watch?.isDirty) {
356
+ this._watch.mute = true;
357
+ this._watch.applyValues();
358
+ this.context.physics.engine?.updateBody(this, this._watch.positionChanged, this._watch.rotationChanged);
359
+ this._watch.reset();
360
+ }
361
+ else this._watch?.syncValues();
362
+ this.captureVelocity();
363
+ yield;
364
+ }
365
+ }
366
+
367
+ /** Teleport the rigidbody to a new position in the world.
368
+ * Will reset forces before setting the object world position
369
+ * @param pt The new position to teleport the object to (world space)
370
+ * @param localspace When true the object will be teleported in local space, otherwise in world space
371
+ * */
372
+ public teleport(pt: { x: number, y: number, z: number }, localspace: boolean = true) {
373
+ this._watch?.reset(true);
374
+ if (localspace) this.gameObject.position.set(pt.x, pt.y, pt.z);
375
+ else this.setWorldPosition(pt.x, pt.y, pt.z);
376
+ this.resetForcesAndTorques();
377
+ this.resetVelocities();
378
+ }
379
+
380
+ public resetForces(wakeup: boolean = true) {
381
+ this.context.physics.engine?.resetForces(this, wakeup);
382
+ }
383
+
384
+ public resetTorques(wakeup: boolean = true) {
385
+ this.context.physics.engine?.resetTorques(this, wakeup);
386
+ }
387
+
388
+ public resetVelocities() {
389
+ this.setVelocity(0, 0, 0);
390
+ this.setAngularVelocity(0, 0, 0);
391
+ }
392
+
393
+ public resetForcesAndTorques() {
394
+ this.resetForces();
395
+ this.resetTorques();
396
+ }
397
+
398
+ /** When a dynamic rigid-body doesn't move (or moves very slowly) during a few seconds, it will be marked as sleeping by the physics pipeline. Rigid-bodies marked as sleeping are no longer simulated by the physics engine until they are woken up. That way the physics engine doesn't waste any computational resources simulating objects that don't actually move. They are woken up automatically whenever another non-sleeping rigid-body starts interacting with them (either with a joint, or with one of its attached colliders generating contacts).
399
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
400
+ public wakeUp() {
401
+ this.context.physics.engine?.wakeup(this);
402
+ }
403
+
404
+ public get isSleeping() {
405
+ return this.context.physics.engine?.isSleeping(this);
406
+ }
407
+
408
+ /** Call to force an update of the rigidbody properties in the physics engine */
409
+ public updateProperties() {
410
+ this._propertiesChanged = false;
411
+ return this.context.physics.engine?.updateProperties(this);
412
+ }
413
+
414
+ /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
415
+ * the acceleration change is equal to the force divided by the mass:
416
+ * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
417
+ public applyForce(vec: Vector3 | Vec3, _rel?: Vector3, wakeup: boolean = true) {
418
+ if (this._propertiesChanged) this.updateProperties();
419
+ this.context.physics.engine?.addForce(this, vec, wakeup);
420
+ }
421
+
422
+ /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
423
+ * the velocity change is equal to the impulse divided by the mass
424
+ * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
425
+ public applyImpulse(vec: Vector3 | Vec3, wakeup: boolean = true) {
426
+ if (this._propertiesChanged) this.updateProperties();
427
+ this.context.physics.engine?.applyImpulse(this, vec, wakeup);
428
+ }
429
+
430
+ /** @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
431
+ public setForce(x: Vector3 | Vec3 | number, y?: number, z?: number, wakeup: boolean = true) {
432
+ this.context.physics.engine?.resetForces(this, wakeup);
433
+ if (typeof x === "number") {
434
+ y ??= 0;
435
+ z ??= 0;
436
+ this.context.physics.engine?.addForce(this, { x, y, z }, wakeup);
437
+ }
438
+ else {
439
+ this.context.physics.engine?.addForce(this, x, wakeup);
440
+ }
441
+ }
442
+
443
+ /** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current linear velocity of the rigid-body.
444
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
445
+ public getVelocity(): Vector3 {
446
+ const vel = this.context.physics.engine?.getLinearVelocity(this);
447
+ if (!vel) return this._currentVelocity.set(0, 0, 0);
448
+ this._currentVelocity.x = vel.x;
449
+ this._currentVelocity.y = vel.y;
450
+ this._currentVelocity.z = vel.z;
451
+ return this._currentVelocity;
452
+ }
453
+
454
+ public setVelocity(x: number | Vector3, y?: number, z?: number, wakeup: boolean = true) {
455
+ if (x instanceof Vector3) {
456
+ const vec = x;
457
+ this.context.physics.engine?.setLinearVelocity(this, vec, wakeup);
458
+ return;
459
+ }
460
+ if (y === undefined || z === undefined) return;
461
+ this.context.physics.engine?.setLinearVelocity(this, { x: x, y: y, z: z }, wakeup);
462
+ }
463
+
464
+ /** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current angular velocity of the rigid-body.
465
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
466
+ public getAngularVelocity(): Vector3 {
467
+ const vel = this.context.physics.engine?.getAngularVelocity(this);
468
+ if (!vel) return this._currentVelocity.set(0, 0, 0);
469
+ this._currentVelocity.x = vel.x;
470
+ this._currentVelocity.y = vel.y;
471
+ this._currentVelocity.z = vel.z;
472
+ return this._currentVelocity;
473
+ }
474
+
475
+ public setAngularVelocity(x: Vec3, wakeup?: boolean);
476
+ public setAngularVelocity(x: number, y: number, z: number, wakeup?: boolean);
477
+ public setAngularVelocity(x: number | Vec3, y?: number | boolean, z?: number, wakeup: boolean = true) {
478
+
479
+ if (typeof x === "object") {
480
+ const vec = x;
481
+ this.context.physics.engine?.setAngularVelocity(this, vec, wakeup);
482
+ return;
483
+ }
484
+ if (y === undefined || z === undefined || typeof y === "boolean") {
485
+ console.warn("setAngularVelocity expects either a Vec3 or 3 numbers");
486
+ return;
487
+ }
488
+ this.context.physics.engine?.setAngularVelocity(this, { x: x, y: y, z: z }, wakeup);
489
+ }
490
+
491
+ /** Set the angular velocity of a rigidbody (equivalent to calling `setAngularVelocity`) */
492
+ public setTorque(x: Vec3);
493
+ public setTorque(x: number, y: number, z: number);
494
+ public setTorque(x: number | Vec3, y?: number, z?: number) {
495
+ if (typeof x === "number") {
496
+ this.setAngularVelocity(x, y!, z!);
497
+ }
498
+ else this.setAngularVelocity(x);
499
+ }
500
+
501
+ /**
502
+ * Returns the rigidbody velocity smoothed over ~ 10 frames
503
+ */
504
+ public get smoothedVelocity(): Vector3 {
505
+ this._smoothedVelocityGetter.copy(this._smoothedVelocity);
506
+ return this._smoothedVelocityGetter.multiplyScalar(1 / this.context.time.deltaTime);
507
+ }
508
+
509
+
510
+ /**d
511
+ * @deprecated not used anymore and will be removed in a future update
512
+ */
513
+ public setBodyFromGameObject(_velocity: Vector3 | null | { x: number, y: number, z: number } = null) { }
514
+
515
+
516
+ private captureVelocity() {
517
+ const matrixWorld = this.gameObject.matrixWorld;
518
+ Rigidbody.tempPosition.setFromMatrixPosition(matrixWorld);
519
+ const vel = Rigidbody.tempPosition.sub(this._lastPosition);
520
+ this._lastPosition.copy(Rigidbody.tempPosition);
521
+ this._smoothedVelocity.lerp(vel, this.context.time.deltaTime / .1);
522
+ }
523
+ }
524
+
525
+ const tempPosition = new Vector3();
526
+ const tempQuaternion = new Quaternion();
527
527
  const tempScale = new Vector3();