@needle-tools/engine 4.4.0-beta.3 → 4.4.0-beta.5

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 (1054) 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 +2399 -2347
  6. package/dist/needle-engine.bundle.light.js +2395 -2343
  7. package/dist/needle-engine.bundle.light.min.js +89 -89
  8. package/dist/needle-engine.bundle.light.umd.cjs +84 -84
  9. package/dist/needle-engine.bundle.min.js +89 -89
  10. package/dist/needle-engine.bundle.umd.cjs +79 -79
  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 +382 -380
  66. package/lib/engine/engine_components.js.map +1 -1
  67. package/lib/engine/engine_components_internal.d.ts +9 -9
  68. package/lib/engine/engine_components_internal.js +36 -36
  69. package/lib/engine/engine_constants.d.ts +10 -10
  70. package/lib/engine/engine_constants.js +41 -41
  71. package/lib/engine/engine_context.d.ts +345 -345
  72. package/lib/engine/engine_context.js +1515 -1515
  73. package/lib/engine/engine_context_registry.d.ts +71 -71
  74. package/lib/engine/engine_context_registry.js +117 -117
  75. package/lib/engine/engine_coroutine.d.ts +35 -35
  76. package/lib/engine/engine_coroutine.js +52 -52
  77. package/lib/engine/engine_create_objects.d.ts +118 -118
  78. package/lib/engine/engine_create_objects.js +308 -308
  79. package/lib/engine/engine_default_parameters.d.ts +2 -2
  80. package/lib/engine/engine_default_parameters.js +3 -3
  81. package/lib/engine/engine_editor-sync.d.ts +21 -21
  82. package/lib/engine/engine_editor-sync.js +4 -4
  83. package/lib/engine/engine_element.d.ts +113 -113
  84. package/lib/engine/engine_element.js +829 -830
  85. package/lib/engine/engine_element.js.map +1 -1
  86. package/lib/engine/engine_element_attributes.d.ts +72 -72
  87. package/lib/engine/engine_element_attributes.js +1 -1
  88. package/lib/engine/engine_element_extras.d.ts +6 -6
  89. package/lib/engine/engine_element_extras.js +13 -13
  90. package/lib/engine/engine_element_loading.d.ts +44 -44
  91. package/lib/engine/engine_element_loading.js +349 -349
  92. package/lib/engine/engine_element_overlay.d.ts +21 -21
  93. package/lib/engine/engine_element_overlay.js +166 -166
  94. package/lib/engine/engine_fileloader.d.ts +2 -2
  95. package/lib/engine/engine_fileloader.js +8 -8
  96. package/lib/engine/engine_gameobject.d.ts +68 -68
  97. package/lib/engine/engine_gameobject.js +591 -591
  98. package/lib/engine/engine_generic_utils.d.ts +1 -1
  99. package/lib/engine/engine_generic_utils.js +13 -13
  100. package/lib/engine/engine_gizmos.d.ts +149 -149
  101. package/lib/engine/engine_gizmos.js +530 -530
  102. package/lib/engine/engine_gltf.d.ts +12 -12
  103. package/lib/engine/engine_gltf.js +15 -15
  104. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  105. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  106. package/lib/engine/engine_hot_reload.d.ts +7 -7
  107. package/lib/engine/engine_hot_reload.js +184 -184
  108. package/lib/engine/engine_input.d.ts +352 -352
  109. package/lib/engine/engine_input.js +1265 -1265
  110. package/lib/engine/engine_input_utils.d.ts +2 -2
  111. package/lib/engine/engine_input_utils.js +22 -22
  112. package/lib/engine/engine_instancing.d.ts +19 -19
  113. package/lib/engine/engine_instancing.js +39 -39
  114. package/lib/engine/engine_license.d.ts +9 -9
  115. package/lib/engine/engine_license.js +320 -320
  116. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  117. package/lib/engine/engine_lifecycle_api.js +99 -99
  118. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  119. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  120. package/lib/engine/engine_lightdata.d.ts +23 -23
  121. package/lib/engine/engine_lightdata.js +91 -91
  122. package/lib/engine/engine_loaders.d.ts +13 -13
  123. package/lib/engine/engine_loaders.js +62 -62
  124. package/lib/engine/engine_lods.d.ts +31 -31
  125. package/lib/engine/engine_lods.js +146 -146
  126. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  127. package/lib/engine/engine_mainloop_utils.js +466 -466
  128. package/lib/engine/engine_math.d.ts +114 -114
  129. package/lib/engine/engine_math.js +247 -247
  130. package/lib/engine/engine_modules.d.ts +36 -36
  131. package/lib/engine/engine_modules.js +85 -85
  132. package/lib/engine/engine_networking.d.ts +252 -252
  133. package/lib/engine/engine_networking.js +743 -743
  134. package/lib/engine/engine_networking_auto.d.ts +24 -24
  135. package/lib/engine/engine_networking_auto.js +310 -310
  136. package/lib/engine/engine_networking_blob.d.ts +48 -48
  137. package/lib/engine/engine_networking_blob.js +212 -212
  138. package/lib/engine/engine_networking_files.d.ts +35 -35
  139. package/lib/engine/engine_networking_files.js +172 -172
  140. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  141. package/lib/engine/engine_networking_files_default_components.js +42 -42
  142. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  143. package/lib/engine/engine_networking_instantiate.js +345 -345
  144. package/lib/engine/engine_networking_peer.d.ts +15 -15
  145. package/lib/engine/engine_networking_peer.js +132 -132
  146. package/lib/engine/engine_networking_streams.d.ts +123 -123
  147. package/lib/engine/engine_networking_streams.js +645 -645
  148. package/lib/engine/engine_networking_types.d.ts +22 -22
  149. package/lib/engine/engine_networking_types.js +7 -7
  150. package/lib/engine/engine_networking_utils.d.ts +2 -2
  151. package/lib/engine/engine_networking_utils.js +20 -20
  152. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  153. package/lib/engine/engine_networking_websocket.js +2 -2
  154. package/lib/engine/engine_patcher.d.ts +10 -10
  155. package/lib/engine/engine_patcher.js +142 -142
  156. package/lib/engine/engine_physics.d.ts +152 -152
  157. package/lib/engine/engine_physics.js +645 -645
  158. package/lib/engine/engine_physics.types.d.ts +40 -40
  159. package/lib/engine/engine_physics.types.js +33 -33
  160. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  161. package/lib/engine/engine_physics_rapier.js +1432 -1432
  162. package/lib/engine/engine_playerview.d.ts +26 -26
  163. package/lib/engine/engine_playerview.js +64 -64
  164. package/lib/engine/engine_scenelighting.d.ts +71 -71
  165. package/lib/engine/engine_scenelighting.js +226 -226
  166. package/lib/engine/engine_scenetools.d.ts +50 -50
  167. package/lib/engine/engine_scenetools.js +321 -321
  168. package/lib/engine/engine_serialization.d.ts +3 -3
  169. package/lib/engine/engine_serialization.js +3 -3
  170. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  171. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  172. package/lib/engine/engine_serialization_core.d.ts +85 -85
  173. package/lib/engine/engine_serialization_core.js +602 -602
  174. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  175. package/lib/engine/engine_serialization_decorator.js +66 -66
  176. package/lib/engine/engine_setup.d.ts +1 -1
  177. package/lib/engine/engine_setup.js +2 -2
  178. package/lib/engine/engine_shaders.d.ts +53 -53
  179. package/lib/engine/engine_shaders.js +252 -252
  180. package/lib/engine/engine_shims.d.ts +4 -4
  181. package/lib/engine/engine_shims.js +24 -24
  182. package/lib/engine/engine_test_utils.d.ts +39 -39
  183. package/lib/engine/engine_test_utils.js +83 -83
  184. package/lib/engine/engine_texture.d.ts +28 -28
  185. package/lib/engine/engine_texture.js +64 -64
  186. package/lib/engine/engine_three_utils.d.ts +201 -201
  187. package/lib/engine/engine_three_utils.js +731 -731
  188. package/lib/engine/engine_time.d.ts +51 -51
  189. package/lib/engine/engine_time.js +82 -82
  190. package/lib/engine/engine_time_utils.d.ts +88 -88
  191. package/lib/engine/engine_time_utils.js +215 -215
  192. package/lib/engine/engine_tonemapping.d.ts +2 -2
  193. package/lib/engine/engine_tonemapping.js +194 -194
  194. package/lib/engine/engine_types.d.ts +572 -572
  195. package/lib/engine/engine_types.js +88 -88
  196. package/lib/engine/engine_typestore.d.ts +28 -28
  197. package/lib/engine/engine_typestore.js +55 -55
  198. package/lib/engine/engine_util_decorator.d.ts +13 -13
  199. package/lib/engine/engine_util_decorator.js +116 -116
  200. package/lib/engine/engine_utils.d.ts +266 -266
  201. package/lib/engine/engine_utils.js +878 -878
  202. package/lib/engine/engine_utils_format.d.ts +21 -21
  203. package/lib/engine/engine_utils_format.js +193 -193
  204. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  205. package/lib/engine/engine_utils_screenshot.js +513 -513
  206. package/lib/engine/engine_utils_screenshot.js.map +1 -1
  207. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  208. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  209. package/lib/engine/engine_web_api.d.ts +12 -0
  210. package/lib/engine/engine_web_api.js +113 -0
  211. package/lib/engine/engine_web_api.js.map +1 -0
  212. package/lib/engine/engine_xr.d.ts +1 -1
  213. package/lib/engine/engine_xr.js +1 -1
  214. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  215. package/lib/engine/export/gltf/Writers.js +24 -24
  216. package/lib/engine/export/gltf/index.d.ts +11 -11
  217. package/lib/engine/export/gltf/index.js +123 -123
  218. package/lib/engine/export/index.d.ts +2 -2
  219. package/lib/engine/export/index.js +2 -2
  220. package/lib/engine/export/state.d.ts +7 -7
  221. package/lib/engine/export/state.js +17 -17
  222. package/lib/engine/export/utils.d.ts +2 -2
  223. package/lib/engine/export/utils.js +7 -7
  224. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  225. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  226. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  227. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  228. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  229. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  230. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  231. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  232. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  233. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  234. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  235. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  236. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  237. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  238. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  239. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  240. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  241. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  242. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  243. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  244. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  245. package/lib/engine/extensions/extension_resolver.js +1 -1
  246. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  247. package/lib/engine/extensions/extension_utils.js +152 -152
  248. package/lib/engine/extensions/extensions.d.ts +31 -31
  249. package/lib/engine/extensions/extensions.js +103 -103
  250. package/lib/engine/extensions/index.d.ts +6 -6
  251. package/lib/engine/extensions/index.js +6 -6
  252. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  253. package/lib/engine/extensions/usage_tracker.js +65 -65
  254. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  255. package/lib/engine/js-extensions/Camera.js +39 -39
  256. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  257. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  258. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  259. package/lib/engine/js-extensions/Layers.js +22 -22
  260. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  261. package/lib/engine/js-extensions/Object3D.js +136 -136
  262. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -22
  263. package/lib/engine/js-extensions/RGBAColor.js +110 -62
  264. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  265. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  266. package/lib/engine/js-extensions/Vector.js +13 -13
  267. package/lib/engine/js-extensions/index.d.ts +5 -5
  268. package/lib/engine/js-extensions/index.js +5 -5
  269. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  270. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  271. package/lib/engine/shaders/shaderData.d.ts +55 -55
  272. package/lib/engine/shaders/shaderData.js +58 -58
  273. package/lib/engine/tests/test_utils.d.ts +2 -2
  274. package/lib/engine/tests/test_utils.js +53 -53
  275. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  276. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  277. package/lib/engine/webcomponents/api.d.ts +5 -5
  278. package/lib/engine/webcomponents/api.js +4 -4
  279. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  280. package/lib/engine/webcomponents/buttons.js +237 -237
  281. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  282. package/lib/engine/webcomponents/fonts.js +32 -32
  283. package/lib/engine/webcomponents/icons.d.ts +9 -9
  284. package/lib/engine/webcomponents/icons.js +52 -52
  285. package/lib/engine/webcomponents/index.d.ts +1 -1
  286. package/lib/engine/webcomponents/index.js +1 -1
  287. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  288. package/lib/engine/webcomponents/logo-element.js +67 -67
  289. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  290. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  291. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  292. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  293. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  294. package/lib/engine/webcomponents/needle-button.js +161 -161
  295. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  296. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  297. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  298. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  299. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  300. package/lib/engine/xr/NeedleXRSync.js +188 -188
  301. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  302. package/lib/engine/xr/SceneTransition.js +69 -69
  303. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  304. package/lib/engine/xr/TempXRContext.js +187 -187
  305. package/lib/engine/xr/XRRig.d.ts +7 -7
  306. package/lib/engine/xr/XRRig.js +1 -1
  307. package/lib/engine/xr/api.d.ts +6 -6
  308. package/lib/engine/xr/api.js +6 -6
  309. package/lib/engine/xr/events.d.ts +66 -66
  310. package/lib/engine/xr/events.js +93 -93
  311. package/lib/engine/xr/internal.d.ts +12 -12
  312. package/lib/engine/xr/internal.js +25 -25
  313. package/lib/engine/xr/usdz.d.ts +12 -12
  314. package/lib/engine/xr/usdz.js +29 -29
  315. package/lib/engine/xr/utils.d.ts +11 -11
  316. package/lib/engine/xr/utils.js +34 -34
  317. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  318. package/lib/engine-components/AlignmentConstraint.js +39 -39
  319. package/lib/engine-components/Animation.d.ts +156 -156
  320. package/lib/engine-components/Animation.js +508 -508
  321. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  322. package/lib/engine-components/AnimationCurve.js +159 -159
  323. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  324. package/lib/engine-components/AnimationUtils.js +27 -27
  325. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  326. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  327. package/lib/engine-components/Animator.d.ts +217 -217
  328. package/lib/engine-components/Animator.js +354 -354
  329. package/lib/engine-components/AnimatorController.d.ts +227 -227
  330. package/lib/engine-components/AnimatorController.js +1152 -1152
  331. package/lib/engine-components/AudioListener.d.ts +33 -33
  332. package/lib/engine-components/AudioListener.js +86 -86
  333. package/lib/engine-components/AudioSource.d.ts +217 -217
  334. package/lib/engine-components/AudioSource.js +627 -627
  335. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  336. package/lib/engine-components/AvatarLoader.js +231 -231
  337. package/lib/engine-components/AxesHelper.d.ts +32 -32
  338. package/lib/engine-components/AxesHelper.js +67 -67
  339. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  340. package/lib/engine-components/BasicIKConstraint.js +43 -43
  341. package/lib/engine-components/BoxCollider.d.ts +2 -2
  342. package/lib/engine-components/BoxCollider.js +2 -2
  343. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  344. package/lib/engine-components/BoxHelperComponent.js +102 -102
  345. package/lib/engine-components/Camera.d.ts +231 -231
  346. package/lib/engine-components/Camera.js +700 -694
  347. package/lib/engine-components/Camera.js.map +1 -1
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  1020. package/src/engine-schemes/dist/api.js.meta +7 -0
  1021. package/src/engine-schemes/dist/schemes.js +25 -0
  1022. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1023. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1024. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1025. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1026. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1027. package/src/engine-schemes/dist/transform.js +46 -0
  1028. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1029. package/src/engine-schemes/dist/vec2.js +32 -0
  1030. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1031. package/src/engine-schemes/dist/vec3.js +36 -0
  1032. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1033. package/src/engine-schemes/dist/vec4.js +40 -0
  1034. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1035. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1036. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1037. package/src/engine-schemes/schemes.ts +28 -28
  1038. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1039. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1040. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1041. package/src/engine-schemes/transform.ts +50 -50
  1042. package/src/engine-schemes/transforms.fbs +25 -25
  1043. package/src/engine-schemes/vec.fbs +19 -19
  1044. package/src/engine-schemes/vec2.ts +33 -33
  1045. package/src/engine-schemes/vec3.ts +38 -38
  1046. package/src/engine-schemes/vec4.ts +43 -43
  1047. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1048. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1049. package/src/include/draco/draco_decoder.js +34 -34
  1050. package/src/include/ktx2/basis_transcoder.js +21 -21
  1051. package/src/include/needle/arial-msdf.json +1471 -1471
  1052. package/src/include/three/DragControls.js +231 -231
  1053. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1054. package/src/needle-engine.ts +70 -70
@@ -1,518 +1,518 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { Matrix4, Quaternion, Vector3 } from "three";
8
- import { isDevEnvironment } from "../engine/debug/index.js";
9
- import { MODULES } from "../engine/engine_modules.js";
10
- import { CollisionDetectionMode, RigidbodyConstraints } from "../engine/engine_physics.types.js";
11
- import { serializable } from "../engine/engine_serialization_decorator.js";
12
- import { FrameEvent } from "../engine/engine_setup.js";
13
- import { validate } from "../engine/engine_util_decorator.js";
14
- import { delayForFrames, Watch } from "../engine/engine_utils.js";
15
- import { Behaviour } from "./Component.js";
16
- class TransformWatch {
17
- get isDirty() {
18
- return this.positionChanged || this.rotationChanged;
19
- }
20
- positionChanged = false;
21
- rotationChanged = false;
22
- position;
23
- quaternion;
24
- _positionKeys = ["x", "y", "z"];
25
- _quaternionKeys = ["_x", "_y", "_z", "_w"];
26
- reset(clearPreviousValues = false) {
27
- this.positionChanged = false;
28
- this.rotationChanged = false;
29
- this.mute = false;
30
- if (clearPreviousValues) {
31
- if (this.position)
32
- for (const key of this._positionKeys)
33
- delete this.position[key];
34
- if (this.quaternion)
35
- for (const key of this._quaternionKeys)
36
- delete this.quaternion[key];
37
- }
38
- }
39
- syncValues() {
40
- for (const key of this._positionKeys) {
41
- this.position[key] = this.obj.position[key];
42
- }
43
- for (const key of this._quaternionKeys) {
44
- this.quaternion[key] = this.obj.quaternion[key];
45
- }
46
- }
47
- mute = false;
48
- applyValues() {
49
- // only apply the values that actually changed
50
- // since we want to still control all the other values via physics
51
- if (this.positionChanged && this.position) {
52
- for (const key of this._positionKeys) {
53
- const val = this.position[key];
54
- if (val !== undefined)
55
- this.obj.position[key] = val;
56
- }
57
- }
58
- if (this.rotationChanged) {
59
- if (this.quaternion) {
60
- for (const key of this._quaternionKeys) {
61
- const val = this.quaternion[key];
62
- if (val !== undefined)
63
- this.obj.quaternion[key] = val;
64
- }
65
- }
66
- }
67
- }
68
- context;
69
- obj;
70
- _positionWatch;
71
- _rotationWatch;
72
- constructor(obj, context) {
73
- this.context = context;
74
- this.obj = obj;
75
- }
76
- start(position, rotation) {
77
- this.reset();
78
- if (position) {
79
- if (!this._positionWatch)
80
- this._positionWatch = new Watch(this.obj.position, ["x", "y", "z"]);
81
- this._positionWatch.apply();
82
- this.position = {};
83
- // this.position = this.obj.position.clone();
84
- this._positionWatch.subscribeWrite((val, prop) => {
85
- if (this.context.physics.engine?.isUpdating || this.mute)
86
- return;
87
- const prev = this.position[prop];
88
- if (Math.abs(prev - val) < .00001)
89
- return;
90
- this.position[prop] = val;
91
- this.positionChanged = true;
92
- });
93
- }
94
- if (rotation) {
95
- if (!this._rotationWatch)
96
- this._rotationWatch = new Watch(this.obj.quaternion, ["_x", "_y", "_z", "_w"]);
97
- this._rotationWatch.apply();
98
- this.quaternion = {};
99
- // this.quaternion = this.obj.quaternion.clone();
100
- this._rotationWatch.subscribeWrite((val, prop) => {
101
- if (this.context.physics.engine?.isUpdating || this.mute)
102
- return;
103
- const prev = this.quaternion[prop];
104
- if (Math.abs(prev - val) < .00001)
105
- return;
106
- this.quaternion[prop] = val;
107
- this.rotationChanged = true;
108
- });
109
- }
110
- // detect changes in the parent matrix
111
- const original = this.obj.matrixWorld.multiplyMatrices.bind(this.obj.matrixWorld);
112
- const lastParentMatrix = new Matrix4();
113
- this.obj.matrixWorld["multiplyMatrices"] = (parent, matrix) => {
114
- if (this.context.physics.engine?.isUpdating || this.mute)
115
- return original(parent, matrix);
116
- if (!lastParentMatrix.equals(parent)) {
117
- this.positionChanged = true;
118
- this.rotationChanged = true;
119
- lastParentMatrix.copy(parent);
120
- }
121
- return original(parent, matrix);
122
- ;
123
- };
124
- }
125
- stop() {
126
- this._positionWatch?.revoke();
127
- this._rotationWatch?.revoke();
128
- }
129
- }
130
- /**
131
- * A Rigidbody is used together with a Collider to create physical interactions between objects in the scene.
132
- * @category Physics
133
- * @group Components
134
- */
135
- export class Rigidbody extends Behaviour {
136
- get isRigidbody() { return true; }
137
- /** When true the mass will be automatically calculated by the attached colliders */
138
- autoMass = true;
139
- /** By default the mass will be automatically calculated (see `autoMass`) by the physics engine using the collider sizes
140
- * To set the mass manually you can either set the `mass` value or set `autoMass` to `false`
141
- */
142
- set mass(value) {
143
- if (value === this._mass)
144
- return;
145
- this._mass = value;
146
- this._propertiesChanged = true;
147
- // When setting the mass manually we disable autoMass
148
- if (this.__didAwake) {
149
- this.autoMass = false;
150
- }
151
- }
152
- get mass() {
153
- if (this.autoMass)
154
- return this.context.physics.engine?.getBody(this)?.mass() ?? -1;
155
- return this._mass;
156
- }
157
- _mass = 0;
158
- /**
159
- * Use gravity is a flag that can be set to false to disable gravity for a specific rigid-body.
160
- */
161
- useGravity = true;
162
- /**
163
- * 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.
164
- */
165
- centerOfMass = new Vector3(0, 0, 0);
166
- /**
167
- * Constraints are used to lock the position or rotation of an object in a specific axis.
168
- */
169
- constraints = RigidbodyConstraints.None;
170
- /**
171
- * 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.
172
- */
173
- isKinematic = false;
174
- /** Drag is a force that resists the motion of the rigid-body. It is applied to the center-of-mass of the rigid-body.
175
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
176
- drag = 0;
177
- /** 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.
178
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
179
- angularDrag = 1;
180
- /**
181
- * Detect collisions is a flag that can be set to false to disable collision detection for a specific rigid-body.
182
- */
183
- detectCollisions = true;
184
- /** The sleeping threshold is the minimum velocity below which a dynamic rigid-body will be put to sleep by the physics engine.
185
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
186
- sleepThreshold = 0.01;
187
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection */
188
- collisionDetectionMode = CollisionDetectionMode.Discrete;
189
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
190
- get lockPositionX() {
191
- return (this.constraints & RigidbodyConstraints.FreezePositionX) !== 0;
192
- }
193
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
194
- get lockPositionY() {
195
- return (this.constraints & RigidbodyConstraints.FreezePositionY) !== 0;
196
- }
197
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
198
- get lockPositionZ() {
199
- return (this.constraints & RigidbodyConstraints.FreezePositionZ) !== 0;
200
- }
201
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
202
- get lockRotationX() {
203
- return (this.constraints & RigidbodyConstraints.FreezeRotationX) !== 0;
204
- }
205
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
206
- get lockRotationY() {
207
- return (this.constraints & RigidbodyConstraints.FreezeRotationY) !== 0;
208
- }
209
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
210
- get lockRotationZ() {
211
- return (this.constraints & RigidbodyConstraints.FreezeRotationZ) !== 0;
212
- }
213
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
214
- set lockPositionX(v) {
215
- if (v)
216
- this.constraints |= RigidbodyConstraints.FreezePositionX;
217
- else
218
- this.constraints &= ~RigidbodyConstraints.FreezePositionX;
219
- }
220
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
221
- set lockPositionY(v) {
222
- if (v)
223
- this.constraints |= RigidbodyConstraints.FreezePositionY;
224
- else
225
- this.constraints &= ~RigidbodyConstraints.FreezePositionY;
226
- }
227
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
228
- set lockPositionZ(v) {
229
- if (v)
230
- this.constraints |= RigidbodyConstraints.FreezePositionZ;
231
- else
232
- this.constraints &= ~RigidbodyConstraints.FreezePositionZ;
233
- }
234
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
235
- set lockRotationX(v) {
236
- if (v)
237
- this.constraints |= RigidbodyConstraints.FreezeRotationX;
238
- else
239
- this.constraints &= ~RigidbodyConstraints.FreezeRotationX;
240
- }
241
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
242
- set lockRotationY(v) {
243
- if (v)
244
- this.constraints |= RigidbodyConstraints.FreezeRotationY;
245
- else
246
- this.constraints &= ~RigidbodyConstraints.FreezeRotationY;
247
- }
248
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
249
- set lockRotationZ(v) {
250
- if (v)
251
- this.constraints |= RigidbodyConstraints.FreezeRotationZ;
252
- else
253
- this.constraints &= ~RigidbodyConstraints.FreezeRotationZ;
254
- }
255
- /** 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.
256
- *
257
- * 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.
258
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#gravity
259
- */
260
- set gravityScale(val) {
261
- this._gravityScale = val;
262
- }
263
- get gravityScale() {
264
- return this._gravityScale;
265
- }
266
- _gravityScale = 1;
267
- /** Rigidbodies with higher dominance will be immune to forces originating from contacts with rigidbodies of lower dominance.
268
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
269
- */
270
- dominanceGroup = 0;
271
- static tempPosition = new Vector3();
272
- _propertiesChanged = false;
273
- _currentVelocity = new Vector3();
274
- _smoothedVelocity = new Vector3();
275
- _smoothedVelocityGetter = new Vector3();
276
- _lastPosition = new Vector3();
277
- _watch;
278
- awake() {
279
- this._watch = undefined;
280
- this._propertiesChanged = false;
281
- }
282
- onEnable() {
283
- if (!this._watch) {
284
- this._watch = new TransformWatch(this.gameObject, this.context);
285
- }
286
- this._watch.start(true, true);
287
- this.startCoroutine(this.beforePhysics(), FrameEvent.LateUpdate);
288
- if (isDevEnvironment()) {
289
- if (!globalThis["NEEDLE_USE_RAPIER"])
290
- console.warn(`Rigidbody could not be created: Rapier physics are explicitly disabled.`);
291
- else {
292
- MODULES.RAPIER_PHYSICS.ready().then(async () => {
293
- await delayForFrames(3);
294
- if (!this.context.physics.engine?.getBody(this))
295
- console.warn(`Rigidbody could not be created. Ensure \"${this.name}\" has a Collider component.`);
296
- });
297
- }
298
- }
299
- }
300
- onDisable() {
301
- this._watch?.stop();
302
- this.context.physics.engine?.removeBody(this);
303
- }
304
- onDestroy() {
305
- this.context.physics.engine?.removeBody(this);
306
- }
307
- onValidate() {
308
- this._propertiesChanged = true;
309
- }
310
- // need to do this right before updating physics to prevent rendered object glitching through physical bodies
311
- *beforePhysics() {
312
- while (true) {
313
- if (this._propertiesChanged) {
314
- this._propertiesChanged = false;
315
- this.context.physics.engine?.updateProperties(this);
316
- }
317
- if (this._watch?.isDirty) {
318
- this._watch.mute = true;
319
- this._watch.applyValues();
320
- this.context.physics.engine?.updateBody(this, this._watch.positionChanged, this._watch.rotationChanged);
321
- this._watch.reset();
322
- }
323
- else
324
- this._watch?.syncValues();
325
- this.captureVelocity();
326
- yield;
327
- }
328
- }
329
- /** Teleport the rigidbody to a new position in the world.
330
- * Will reset forces before setting the object world position
331
- * @param pt The new position to teleport the object to (world space)
332
- * @param localspace When true the object will be teleported in local space, otherwise in world space
333
- * */
334
- teleport(pt, localspace = true) {
335
- this._watch?.reset(true);
336
- if (localspace)
337
- this.gameObject.position.set(pt.x, pt.y, pt.z);
338
- else
339
- this.setWorldPosition(pt.x, pt.y, pt.z);
340
- this.resetForcesAndTorques();
341
- this.resetVelocities();
342
- }
343
- resetForces(wakeup = true) {
344
- this.context.physics.engine?.resetForces(this, wakeup);
345
- }
346
- resetTorques(wakeup = true) {
347
- this.context.physics.engine?.resetTorques(this, wakeup);
348
- }
349
- resetVelocities() {
350
- this.setVelocity(0, 0, 0);
351
- this.setAngularVelocity(0, 0, 0);
352
- }
353
- resetForcesAndTorques() {
354
- this.resetForces();
355
- this.resetTorques();
356
- }
357
- /** 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).
358
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
359
- wakeUp() {
360
- this.context.physics.engine?.wakeup(this);
361
- }
362
- get isSleeping() {
363
- return this.context.physics.engine?.isSleeping(this);
364
- }
365
- /** Call to force an update of the rigidbody properties in the physics engine */
366
- updateProperties() {
367
- this._propertiesChanged = false;
368
- return this.context.physics.engine?.updateProperties(this);
369
- }
370
- /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
371
- * the acceleration change is equal to the force divided by the mass:
372
- * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
373
- applyForce(vec, _rel, wakeup = true) {
374
- if (this._propertiesChanged)
375
- this.updateProperties();
376
- this.context.physics.engine?.addForce(this, vec, wakeup);
377
- }
378
- /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
379
- * the velocity change is equal to the impulse divided by the mass
380
- * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
381
- applyImpulse(vec, wakeup = true) {
382
- if (this._propertiesChanged)
383
- this.updateProperties();
384
- this.context.physics.engine?.applyImpulse(this, vec, wakeup);
385
- }
386
- /** @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
387
- setForce(x, y, z, wakeup = true) {
388
- this.context.physics.engine?.resetForces(this, wakeup);
389
- if (typeof x === "number") {
390
- y ??= 0;
391
- z ??= 0;
392
- this.context.physics.engine?.addForce(this, { x, y, z }, wakeup);
393
- }
394
- else {
395
- this.context.physics.engine?.addForce(this, x, wakeup);
396
- }
397
- }
398
- /** 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.
399
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
400
- getVelocity() {
401
- const vel = this.context.physics.engine?.getLinearVelocity(this);
402
- if (!vel)
403
- return this._currentVelocity.set(0, 0, 0);
404
- this._currentVelocity.x = vel.x;
405
- this._currentVelocity.y = vel.y;
406
- this._currentVelocity.z = vel.z;
407
- return this._currentVelocity;
408
- }
409
- setVelocity(x, y, z, wakeup = true) {
410
- if (x instanceof Vector3) {
411
- const vec = x;
412
- this.context.physics.engine?.setLinearVelocity(this, vec, wakeup);
413
- return;
414
- }
415
- if (y === undefined || z === undefined)
416
- return;
417
- this.context.physics.engine?.setLinearVelocity(this, { x: x, y: y, z: z }, wakeup);
418
- }
419
- /** 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.
420
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
421
- getAngularVelocity() {
422
- const vel = this.context.physics.engine?.getAngularVelocity(this);
423
- if (!vel)
424
- return this._currentVelocity.set(0, 0, 0);
425
- this._currentVelocity.x = vel.x;
426
- this._currentVelocity.y = vel.y;
427
- this._currentVelocity.z = vel.z;
428
- return this._currentVelocity;
429
- }
430
- setAngularVelocity(x, y, z, wakeup = true) {
431
- if (typeof x === "object") {
432
- const vec = x;
433
- this.context.physics.engine?.setAngularVelocity(this, vec, wakeup);
434
- return;
435
- }
436
- if (y === undefined || z === undefined || typeof y === "boolean") {
437
- console.warn("setAngularVelocity expects either a Vec3 or 3 numbers");
438
- return;
439
- }
440
- this.context.physics.engine?.setAngularVelocity(this, { x: x, y: y, z: z }, wakeup);
441
- }
442
- setTorque(x, y, z) {
443
- if (typeof x === "number") {
444
- this.setAngularVelocity(x, y, z);
445
- }
446
- else
447
- this.setAngularVelocity(x);
448
- }
449
- /**
450
- * Returns the rigidbody velocity smoothed over ~ 10 frames
451
- */
452
- get smoothedVelocity() {
453
- this._smoothedVelocityGetter.copy(this._smoothedVelocity);
454
- return this._smoothedVelocityGetter.multiplyScalar(1 / this.context.time.deltaTime);
455
- }
456
- /**d
457
- * @deprecated not used anymore and will be removed in a future update
458
- */
459
- setBodyFromGameObject(_velocity = null) { }
460
- captureVelocity() {
461
- const matrixWorld = this.gameObject.matrixWorld;
462
- Rigidbody.tempPosition.setFromMatrixPosition(matrixWorld);
463
- const vel = Rigidbody.tempPosition.sub(this._lastPosition);
464
- this._lastPosition.copy(Rigidbody.tempPosition);
465
- this._smoothedVelocity.lerp(vel, this.context.time.deltaTime / .1);
466
- }
467
- }
468
- __decorate([
469
- validate()
470
- ], Rigidbody.prototype, "autoMass", void 0);
471
- __decorate([
472
- serializable()
473
- ], Rigidbody.prototype, "mass", null);
474
- __decorate([
475
- validate(),
476
- serializable()
477
- ], Rigidbody.prototype, "useGravity", void 0);
478
- __decorate([
479
- serializable(Vector3)
480
- ], Rigidbody.prototype, "centerOfMass", void 0);
481
- __decorate([
482
- validate(),
483
- serializable()
484
- ], Rigidbody.prototype, "constraints", void 0);
485
- __decorate([
486
- validate(),
487
- serializable()
488
- ], Rigidbody.prototype, "isKinematic", void 0);
489
- __decorate([
490
- validate(),
491
- serializable()
492
- ], Rigidbody.prototype, "drag", void 0);
493
- __decorate([
494
- validate(),
495
- serializable()
496
- ], Rigidbody.prototype, "angularDrag", void 0);
497
- __decorate([
498
- validate(),
499
- serializable()
500
- ], Rigidbody.prototype, "detectCollisions", void 0);
501
- __decorate([
502
- validate(),
503
- serializable()
504
- ], Rigidbody.prototype, "sleepThreshold", void 0);
505
- __decorate([
506
- validate(),
507
- serializable()
508
- ], Rigidbody.prototype, "collisionDetectionMode", void 0);
509
- __decorate([
510
- validate()
511
- ], Rigidbody.prototype, "_gravityScale", void 0);
512
- __decorate([
513
- validate()
514
- ], Rigidbody.prototype, "dominanceGroup", void 0);
515
- const tempPosition = new Vector3();
516
- const tempQuaternion = new Quaternion();
517
- const tempScale = new Vector3();
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { Matrix4, Quaternion, Vector3 } from "three";
8
+ import { isDevEnvironment } from "../engine/debug/index.js";
9
+ import { MODULES } from "../engine/engine_modules.js";
10
+ import { CollisionDetectionMode, RigidbodyConstraints } from "../engine/engine_physics.types.js";
11
+ import { serializable } from "../engine/engine_serialization_decorator.js";
12
+ import { FrameEvent } from "../engine/engine_setup.js";
13
+ import { validate } from "../engine/engine_util_decorator.js";
14
+ import { delayForFrames, Watch } from "../engine/engine_utils.js";
15
+ import { Behaviour } from "./Component.js";
16
+ class TransformWatch {
17
+ get isDirty() {
18
+ return this.positionChanged || this.rotationChanged;
19
+ }
20
+ positionChanged = false;
21
+ rotationChanged = false;
22
+ position;
23
+ quaternion;
24
+ _positionKeys = ["x", "y", "z"];
25
+ _quaternionKeys = ["_x", "_y", "_z", "_w"];
26
+ reset(clearPreviousValues = false) {
27
+ this.positionChanged = false;
28
+ this.rotationChanged = false;
29
+ this.mute = false;
30
+ if (clearPreviousValues) {
31
+ if (this.position)
32
+ for (const key of this._positionKeys)
33
+ delete this.position[key];
34
+ if (this.quaternion)
35
+ for (const key of this._quaternionKeys)
36
+ delete this.quaternion[key];
37
+ }
38
+ }
39
+ syncValues() {
40
+ for (const key of this._positionKeys) {
41
+ this.position[key] = this.obj.position[key];
42
+ }
43
+ for (const key of this._quaternionKeys) {
44
+ this.quaternion[key] = this.obj.quaternion[key];
45
+ }
46
+ }
47
+ mute = false;
48
+ applyValues() {
49
+ // only apply the values that actually changed
50
+ // since we want to still control all the other values via physics
51
+ if (this.positionChanged && this.position) {
52
+ for (const key of this._positionKeys) {
53
+ const val = this.position[key];
54
+ if (val !== undefined)
55
+ this.obj.position[key] = val;
56
+ }
57
+ }
58
+ if (this.rotationChanged) {
59
+ if (this.quaternion) {
60
+ for (const key of this._quaternionKeys) {
61
+ const val = this.quaternion[key];
62
+ if (val !== undefined)
63
+ this.obj.quaternion[key] = val;
64
+ }
65
+ }
66
+ }
67
+ }
68
+ context;
69
+ obj;
70
+ _positionWatch;
71
+ _rotationWatch;
72
+ constructor(obj, context) {
73
+ this.context = context;
74
+ this.obj = obj;
75
+ }
76
+ start(position, rotation) {
77
+ this.reset();
78
+ if (position) {
79
+ if (!this._positionWatch)
80
+ this._positionWatch = new Watch(this.obj.position, ["x", "y", "z"]);
81
+ this._positionWatch.apply();
82
+ this.position = {};
83
+ // this.position = this.obj.position.clone();
84
+ this._positionWatch.subscribeWrite((val, prop) => {
85
+ if (this.context.physics.engine?.isUpdating || this.mute)
86
+ return;
87
+ const prev = this.position[prop];
88
+ if (Math.abs(prev - val) < .00001)
89
+ return;
90
+ this.position[prop] = val;
91
+ this.positionChanged = true;
92
+ });
93
+ }
94
+ if (rotation) {
95
+ if (!this._rotationWatch)
96
+ this._rotationWatch = new Watch(this.obj.quaternion, ["_x", "_y", "_z", "_w"]);
97
+ this._rotationWatch.apply();
98
+ this.quaternion = {};
99
+ // this.quaternion = this.obj.quaternion.clone();
100
+ this._rotationWatch.subscribeWrite((val, prop) => {
101
+ if (this.context.physics.engine?.isUpdating || this.mute)
102
+ return;
103
+ const prev = this.quaternion[prop];
104
+ if (Math.abs(prev - val) < .00001)
105
+ return;
106
+ this.quaternion[prop] = val;
107
+ this.rotationChanged = true;
108
+ });
109
+ }
110
+ // detect changes in the parent matrix
111
+ const original = this.obj.matrixWorld.multiplyMatrices.bind(this.obj.matrixWorld);
112
+ const lastParentMatrix = new Matrix4();
113
+ this.obj.matrixWorld["multiplyMatrices"] = (parent, matrix) => {
114
+ if (this.context.physics.engine?.isUpdating || this.mute)
115
+ return original(parent, matrix);
116
+ if (!lastParentMatrix.equals(parent)) {
117
+ this.positionChanged = true;
118
+ this.rotationChanged = true;
119
+ lastParentMatrix.copy(parent);
120
+ }
121
+ return original(parent, matrix);
122
+ ;
123
+ };
124
+ }
125
+ stop() {
126
+ this._positionWatch?.revoke();
127
+ this._rotationWatch?.revoke();
128
+ }
129
+ }
130
+ /**
131
+ * A Rigidbody is used together with a Collider to create physical interactions between objects in the scene.
132
+ * @category Physics
133
+ * @group Components
134
+ */
135
+ export class Rigidbody extends Behaviour {
136
+ get isRigidbody() { return true; }
137
+ /** When true the mass will be automatically calculated by the attached colliders */
138
+ autoMass = true;
139
+ /** By default the mass will be automatically calculated (see `autoMass`) by the physics engine using the collider sizes
140
+ * To set the mass manually you can either set the `mass` value or set `autoMass` to `false`
141
+ */
142
+ set mass(value) {
143
+ if (value === this._mass)
144
+ return;
145
+ this._mass = value;
146
+ this._propertiesChanged = true;
147
+ // When setting the mass manually we disable autoMass
148
+ if (this.__didAwake) {
149
+ this.autoMass = false;
150
+ }
151
+ }
152
+ get mass() {
153
+ if (this.autoMass)
154
+ return this.context.physics.engine?.getBody(this)?.mass() ?? -1;
155
+ return this._mass;
156
+ }
157
+ _mass = 0;
158
+ /**
159
+ * Use gravity is a flag that can be set to false to disable gravity for a specific rigid-body.
160
+ */
161
+ useGravity = true;
162
+ /**
163
+ * 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.
164
+ */
165
+ centerOfMass = new Vector3(0, 0, 0);
166
+ /**
167
+ * Constraints are used to lock the position or rotation of an object in a specific axis.
168
+ */
169
+ constraints = RigidbodyConstraints.None;
170
+ /**
171
+ * 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.
172
+ */
173
+ isKinematic = false;
174
+ /** Drag is a force that resists the motion of the rigid-body. It is applied to the center-of-mass of the rigid-body.
175
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
176
+ drag = 0;
177
+ /** 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.
178
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
179
+ angularDrag = 1;
180
+ /**
181
+ * Detect collisions is a flag that can be set to false to disable collision detection for a specific rigid-body.
182
+ */
183
+ detectCollisions = true;
184
+ /** The sleeping threshold is the minimum velocity below which a dynamic rigid-body will be put to sleep by the physics engine.
185
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
186
+ sleepThreshold = 0.01;
187
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection */
188
+ collisionDetectionMode = CollisionDetectionMode.Discrete;
189
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
190
+ get lockPositionX() {
191
+ return (this.constraints & RigidbodyConstraints.FreezePositionX) !== 0;
192
+ }
193
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
194
+ get lockPositionY() {
195
+ return (this.constraints & RigidbodyConstraints.FreezePositionY) !== 0;
196
+ }
197
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
198
+ get lockPositionZ() {
199
+ return (this.constraints & RigidbodyConstraints.FreezePositionZ) !== 0;
200
+ }
201
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
202
+ get lockRotationX() {
203
+ return (this.constraints & RigidbodyConstraints.FreezeRotationX) !== 0;
204
+ }
205
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
206
+ get lockRotationY() {
207
+ return (this.constraints & RigidbodyConstraints.FreezeRotationY) !== 0;
208
+ }
209
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
210
+ get lockRotationZ() {
211
+ return (this.constraints & RigidbodyConstraints.FreezeRotationZ) !== 0;
212
+ }
213
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
214
+ set lockPositionX(v) {
215
+ if (v)
216
+ this.constraints |= RigidbodyConstraints.FreezePositionX;
217
+ else
218
+ this.constraints &= ~RigidbodyConstraints.FreezePositionX;
219
+ }
220
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
221
+ set lockPositionY(v) {
222
+ if (v)
223
+ this.constraints |= RigidbodyConstraints.FreezePositionY;
224
+ else
225
+ this.constraints &= ~RigidbodyConstraints.FreezePositionY;
226
+ }
227
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
228
+ set lockPositionZ(v) {
229
+ if (v)
230
+ this.constraints |= RigidbodyConstraints.FreezePositionZ;
231
+ else
232
+ this.constraints &= ~RigidbodyConstraints.FreezePositionZ;
233
+ }
234
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
235
+ set lockRotationX(v) {
236
+ if (v)
237
+ this.constraints |= RigidbodyConstraints.FreezeRotationX;
238
+ else
239
+ this.constraints &= ~RigidbodyConstraints.FreezeRotationX;
240
+ }
241
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
242
+ set lockRotationY(v) {
243
+ if (v)
244
+ this.constraints |= RigidbodyConstraints.FreezeRotationY;
245
+ else
246
+ this.constraints &= ~RigidbodyConstraints.FreezeRotationY;
247
+ }
248
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
249
+ set lockRotationZ(v) {
250
+ if (v)
251
+ this.constraints |= RigidbodyConstraints.FreezeRotationZ;
252
+ else
253
+ this.constraints &= ~RigidbodyConstraints.FreezeRotationZ;
254
+ }
255
+ /** 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.
256
+ *
257
+ * 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.
258
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#gravity
259
+ */
260
+ set gravityScale(val) {
261
+ this._gravityScale = val;
262
+ }
263
+ get gravityScale() {
264
+ return this._gravityScale;
265
+ }
266
+ _gravityScale = 1;
267
+ /** Rigidbodies with higher dominance will be immune to forces originating from contacts with rigidbodies of lower dominance.
268
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
269
+ */
270
+ dominanceGroup = 0;
271
+ static tempPosition = new Vector3();
272
+ _propertiesChanged = false;
273
+ _currentVelocity = new Vector3();
274
+ _smoothedVelocity = new Vector3();
275
+ _smoothedVelocityGetter = new Vector3();
276
+ _lastPosition = new Vector3();
277
+ _watch;
278
+ awake() {
279
+ this._watch = undefined;
280
+ this._propertiesChanged = false;
281
+ }
282
+ onEnable() {
283
+ if (!this._watch) {
284
+ this._watch = new TransformWatch(this.gameObject, this.context);
285
+ }
286
+ this._watch.start(true, true);
287
+ this.startCoroutine(this.beforePhysics(), FrameEvent.LateUpdate);
288
+ if (isDevEnvironment()) {
289
+ if (!globalThis["NEEDLE_USE_RAPIER"])
290
+ console.warn(`Rigidbody could not be created: Rapier physics are explicitly disabled.`);
291
+ else {
292
+ MODULES.RAPIER_PHYSICS.ready().then(async () => {
293
+ await delayForFrames(3);
294
+ if (!this.context.physics.engine?.getBody(this))
295
+ console.warn(`Rigidbody could not be created. Ensure \"${this.name}\" has a Collider component.`);
296
+ });
297
+ }
298
+ }
299
+ }
300
+ onDisable() {
301
+ this._watch?.stop();
302
+ this.context.physics.engine?.removeBody(this);
303
+ }
304
+ onDestroy() {
305
+ this.context.physics.engine?.removeBody(this);
306
+ }
307
+ onValidate() {
308
+ this._propertiesChanged = true;
309
+ }
310
+ // need to do this right before updating physics to prevent rendered object glitching through physical bodies
311
+ *beforePhysics() {
312
+ while (true) {
313
+ if (this._propertiesChanged) {
314
+ this._propertiesChanged = false;
315
+ this.context.physics.engine?.updateProperties(this);
316
+ }
317
+ if (this._watch?.isDirty) {
318
+ this._watch.mute = true;
319
+ this._watch.applyValues();
320
+ this.context.physics.engine?.updateBody(this, this._watch.positionChanged, this._watch.rotationChanged);
321
+ this._watch.reset();
322
+ }
323
+ else
324
+ this._watch?.syncValues();
325
+ this.captureVelocity();
326
+ yield;
327
+ }
328
+ }
329
+ /** Teleport the rigidbody to a new position in the world.
330
+ * Will reset forces before setting the object world position
331
+ * @param pt The new position to teleport the object to (world space)
332
+ * @param localspace When true the object will be teleported in local space, otherwise in world space
333
+ * */
334
+ teleport(pt, localspace = true) {
335
+ this._watch?.reset(true);
336
+ if (localspace)
337
+ this.gameObject.position.set(pt.x, pt.y, pt.z);
338
+ else
339
+ this.setWorldPosition(pt.x, pt.y, pt.z);
340
+ this.resetForcesAndTorques();
341
+ this.resetVelocities();
342
+ }
343
+ resetForces(wakeup = true) {
344
+ this.context.physics.engine?.resetForces(this, wakeup);
345
+ }
346
+ resetTorques(wakeup = true) {
347
+ this.context.physics.engine?.resetTorques(this, wakeup);
348
+ }
349
+ resetVelocities() {
350
+ this.setVelocity(0, 0, 0);
351
+ this.setAngularVelocity(0, 0, 0);
352
+ }
353
+ resetForcesAndTorques() {
354
+ this.resetForces();
355
+ this.resetTorques();
356
+ }
357
+ /** 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).
358
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
359
+ wakeUp() {
360
+ this.context.physics.engine?.wakeup(this);
361
+ }
362
+ get isSleeping() {
363
+ return this.context.physics.engine?.isSleeping(this);
364
+ }
365
+ /** Call to force an update of the rigidbody properties in the physics engine */
366
+ updateProperties() {
367
+ this._propertiesChanged = false;
368
+ return this.context.physics.engine?.updateProperties(this);
369
+ }
370
+ /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
371
+ * the acceleration change is equal to the force divided by the mass:
372
+ * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
373
+ applyForce(vec, _rel, wakeup = true) {
374
+ if (this._propertiesChanged)
375
+ this.updateProperties();
376
+ this.context.physics.engine?.addForce(this, vec, wakeup);
377
+ }
378
+ /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
379
+ * the velocity change is equal to the impulse divided by the mass
380
+ * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
381
+ applyImpulse(vec, wakeup = true) {
382
+ if (this._propertiesChanged)
383
+ this.updateProperties();
384
+ this.context.physics.engine?.applyImpulse(this, vec, wakeup);
385
+ }
386
+ /** @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
387
+ setForce(x, y, z, wakeup = true) {
388
+ this.context.physics.engine?.resetForces(this, wakeup);
389
+ if (typeof x === "number") {
390
+ y ??= 0;
391
+ z ??= 0;
392
+ this.context.physics.engine?.addForce(this, { x, y, z }, wakeup);
393
+ }
394
+ else {
395
+ this.context.physics.engine?.addForce(this, x, wakeup);
396
+ }
397
+ }
398
+ /** 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.
399
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
400
+ getVelocity() {
401
+ const vel = this.context.physics.engine?.getLinearVelocity(this);
402
+ if (!vel)
403
+ return this._currentVelocity.set(0, 0, 0);
404
+ this._currentVelocity.x = vel.x;
405
+ this._currentVelocity.y = vel.y;
406
+ this._currentVelocity.z = vel.z;
407
+ return this._currentVelocity;
408
+ }
409
+ setVelocity(x, y, z, wakeup = true) {
410
+ if (x instanceof Vector3) {
411
+ const vec = x;
412
+ this.context.physics.engine?.setLinearVelocity(this, vec, wakeup);
413
+ return;
414
+ }
415
+ if (y === undefined || z === undefined)
416
+ return;
417
+ this.context.physics.engine?.setLinearVelocity(this, { x: x, y: y, z: z }, wakeup);
418
+ }
419
+ /** 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.
420
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
421
+ getAngularVelocity() {
422
+ const vel = this.context.physics.engine?.getAngularVelocity(this);
423
+ if (!vel)
424
+ return this._currentVelocity.set(0, 0, 0);
425
+ this._currentVelocity.x = vel.x;
426
+ this._currentVelocity.y = vel.y;
427
+ this._currentVelocity.z = vel.z;
428
+ return this._currentVelocity;
429
+ }
430
+ setAngularVelocity(x, y, z, wakeup = true) {
431
+ if (typeof x === "object") {
432
+ const vec = x;
433
+ this.context.physics.engine?.setAngularVelocity(this, vec, wakeup);
434
+ return;
435
+ }
436
+ if (y === undefined || z === undefined || typeof y === "boolean") {
437
+ console.warn("setAngularVelocity expects either a Vec3 or 3 numbers");
438
+ return;
439
+ }
440
+ this.context.physics.engine?.setAngularVelocity(this, { x: x, y: y, z: z }, wakeup);
441
+ }
442
+ setTorque(x, y, z) {
443
+ if (typeof x === "number") {
444
+ this.setAngularVelocity(x, y, z);
445
+ }
446
+ else
447
+ this.setAngularVelocity(x);
448
+ }
449
+ /**
450
+ * Returns the rigidbody velocity smoothed over ~ 10 frames
451
+ */
452
+ get smoothedVelocity() {
453
+ this._smoothedVelocityGetter.copy(this._smoothedVelocity);
454
+ return this._smoothedVelocityGetter.multiplyScalar(1 / this.context.time.deltaTime);
455
+ }
456
+ /**d
457
+ * @deprecated not used anymore and will be removed in a future update
458
+ */
459
+ setBodyFromGameObject(_velocity = null) { }
460
+ captureVelocity() {
461
+ const matrixWorld = this.gameObject.matrixWorld;
462
+ Rigidbody.tempPosition.setFromMatrixPosition(matrixWorld);
463
+ const vel = Rigidbody.tempPosition.sub(this._lastPosition);
464
+ this._lastPosition.copy(Rigidbody.tempPosition);
465
+ this._smoothedVelocity.lerp(vel, this.context.time.deltaTime / .1);
466
+ }
467
+ }
468
+ __decorate([
469
+ validate()
470
+ ], Rigidbody.prototype, "autoMass", void 0);
471
+ __decorate([
472
+ serializable()
473
+ ], Rigidbody.prototype, "mass", null);
474
+ __decorate([
475
+ validate(),
476
+ serializable()
477
+ ], Rigidbody.prototype, "useGravity", void 0);
478
+ __decorate([
479
+ serializable(Vector3)
480
+ ], Rigidbody.prototype, "centerOfMass", void 0);
481
+ __decorate([
482
+ validate(),
483
+ serializable()
484
+ ], Rigidbody.prototype, "constraints", void 0);
485
+ __decorate([
486
+ validate(),
487
+ serializable()
488
+ ], Rigidbody.prototype, "isKinematic", void 0);
489
+ __decorate([
490
+ validate(),
491
+ serializable()
492
+ ], Rigidbody.prototype, "drag", void 0);
493
+ __decorate([
494
+ validate(),
495
+ serializable()
496
+ ], Rigidbody.prototype, "angularDrag", void 0);
497
+ __decorate([
498
+ validate(),
499
+ serializable()
500
+ ], Rigidbody.prototype, "detectCollisions", void 0);
501
+ __decorate([
502
+ validate(),
503
+ serializable()
504
+ ], Rigidbody.prototype, "sleepThreshold", void 0);
505
+ __decorate([
506
+ validate(),
507
+ serializable()
508
+ ], Rigidbody.prototype, "collisionDetectionMode", void 0);
509
+ __decorate([
510
+ validate()
511
+ ], Rigidbody.prototype, "_gravityScale", void 0);
512
+ __decorate([
513
+ validate()
514
+ ], Rigidbody.prototype, "dominanceGroup", void 0);
515
+ const tempPosition = new Vector3();
516
+ const tempQuaternion = new Quaternion();
517
+ const tempScale = new Vector3();
518
518
  //# sourceMappingURL=RigidBody.js.map