@needle-tools/engine 4.4.0-beta.7 → 4.4.0-beta.9

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 (1043) hide show
  1. package/CHANGELOG.md +3618 -3616
  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 +5029 -4950
  6. package/dist/needle-engine.bundle.light.js +5030 -4951
  7. package/dist/needle-engine.bundle.light.min.js +146 -116
  8. package/dist/needle-engine.bundle.light.umd.cjs +148 -118
  9. package/dist/needle-engine.bundle.min.js +146 -116
  10. package/dist/needle-engine.bundle.umd.cjs +148 -118
  11. package/dist/needle-engine.d.ts +129 -130
  12. package/dist/needle-engine.light.d.ts +129 -130
  13. package/lib/asap/needle-asap.d.ts +1 -1
  14. package/lib/asap/needle-asap.js +95 -95
  15. package/lib/asap/sessiongranted.d.ts +3 -3
  16. package/lib/asap/sessiongranted.js +65 -65
  17. package/lib/asap/utils.d.ts +1 -1
  18. package/lib/asap/utils.js +3 -3
  19. package/lib/engine/analytics/index.d.ts +6 -6
  20. package/lib/engine/analytics/index.js +12 -12
  21. package/lib/engine/analytics/lcp.d.ts +3 -3
  22. package/lib/engine/analytics/lcp.js +34 -34
  23. package/lib/engine/api.d.ts +81 -81
  24. package/lib/engine/api.js +80 -80
  25. package/lib/engine/assets/index.d.ts +11 -11
  26. package/lib/engine/assets/index.js +47 -47
  27. package/lib/engine/assets/static.d.ts +1 -1
  28. package/lib/engine/assets/static.js +4 -4
  29. package/lib/engine/codegen/register_types.d.ts +1 -1
  30. package/lib/engine/codegen/register_types.js +300 -300
  31. package/lib/engine/debug/debug.d.ts +15 -15
  32. package/lib/engine/debug/debug.js +44 -44
  33. package/lib/engine/debug/debug_console.d.ts +2 -2
  34. package/lib/engine/debug/debug_console.js +307 -307
  35. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  36. package/lib/engine/debug/debug_overlay.js +316 -316
  37. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  38. package/lib/engine/debug/debug_spatial_console.js +390 -390
  39. package/lib/engine/debug/index.d.ts +2 -2
  40. package/lib/engine/debug/index.js +2 -2
  41. package/lib/engine/engine.d.ts +4 -0
  42. package/lib/engine/engine.js +12 -0
  43. package/lib/engine/engine.js.map +1 -0
  44. package/lib/engine/engine_addressables.d.ts +166 -166
  45. package/lib/engine/engine_addressables.js +608 -608
  46. package/lib/engine/engine_animation.d.ts +43 -43
  47. package/lib/engine/engine_animation.js +133 -133
  48. package/lib/engine/engine_application.d.ts +40 -40
  49. package/lib/engine/engine_application.js +104 -104
  50. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  51. package/lib/engine/engine_assetdatabase.js +344 -344
  52. package/lib/engine/engine_audio.d.ts +4 -4
  53. package/lib/engine/engine_audio.js +23 -23
  54. package/lib/engine/engine_camera.d.ts +13 -13
  55. package/lib/engine/engine_camera.js +30 -30
  56. package/lib/engine/engine_components.d.ts +110 -110
  57. package/lib/engine/engine_components.js +382 -382
  58. package/lib/engine/engine_components_internal.d.ts +9 -9
  59. package/lib/engine/engine_components_internal.js +36 -36
  60. package/lib/engine/engine_constants.d.ts +10 -10
  61. package/lib/engine/engine_constants.js +41 -41
  62. package/lib/engine/engine_context.d.ts +354 -354
  63. package/lib/engine/engine_context.js +1536 -1536
  64. package/lib/engine/engine_context_registry.d.ts +71 -71
  65. package/lib/engine/engine_context_registry.js +117 -117
  66. package/lib/engine/engine_coroutine.d.ts +35 -35
  67. package/lib/engine/engine_coroutine.js +52 -52
  68. package/lib/engine/engine_create_objects.d.ts +118 -118
  69. package/lib/engine/engine_create_objects.js +308 -308
  70. package/lib/engine/engine_default_parameters.d.ts +2 -2
  71. package/lib/engine/engine_default_parameters.js +3 -3
  72. package/lib/engine/engine_editor-sync.d.ts +21 -21
  73. package/lib/engine/engine_editor-sync.js +4 -4
  74. package/lib/engine/engine_element.d.ts +113 -113
  75. package/lib/engine/engine_element.js +832 -829
  76. package/lib/engine/engine_element.js.map +1 -1
  77. package/lib/engine/engine_element_attributes.d.ts +72 -72
  78. package/lib/engine/engine_element_attributes.js +1 -1
  79. package/lib/engine/engine_element_extras.d.ts +6 -6
  80. package/lib/engine/engine_element_extras.js +13 -13
  81. package/lib/engine/engine_element_loading.d.ts +44 -44
  82. package/lib/engine/engine_element_loading.js +349 -349
  83. package/lib/engine/engine_element_overlay.d.ts +21 -21
  84. package/lib/engine/engine_element_overlay.js +166 -166
  85. package/lib/engine/engine_fileloader.d.ts +2 -2
  86. package/lib/engine/engine_fileloader.js +8 -8
  87. package/lib/engine/engine_gameobject.d.ts +68 -68
  88. package/lib/engine/engine_gameobject.js +591 -591
  89. package/lib/engine/engine_generic_utils.d.ts +1 -1
  90. package/lib/engine/engine_generic_utils.js +13 -13
  91. package/lib/engine/engine_gizmos.d.ts +149 -149
  92. package/lib/engine/engine_gizmos.js +530 -530
  93. package/lib/engine/engine_gltf.d.ts +12 -12
  94. package/lib/engine/engine_gltf.js +15 -15
  95. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  96. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  97. package/lib/engine/engine_hot_reload.d.ts +7 -7
  98. package/lib/engine/engine_hot_reload.js +184 -184
  99. package/lib/engine/engine_input.d.ts +352 -352
  100. package/lib/engine/engine_input.js +1265 -1265
  101. package/lib/engine/engine_input_utils.d.ts +2 -2
  102. package/lib/engine/engine_input_utils.js +22 -22
  103. package/lib/engine/engine_instancing.d.ts +19 -19
  104. package/lib/engine/engine_instancing.js +39 -39
  105. package/lib/engine/engine_license.d.ts +11 -9
  106. package/lib/engine/engine_license.js +361 -320
  107. package/lib/engine/engine_license.js.map +1 -1
  108. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  109. package/lib/engine/engine_lifecycle_api.js +99 -99
  110. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  111. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  112. package/lib/engine/engine_lightdata.d.ts +23 -23
  113. package/lib/engine/engine_lightdata.js +91 -91
  114. package/lib/engine/engine_loaders.d.ts +13 -13
  115. package/lib/engine/engine_loaders.js +62 -62
  116. package/lib/engine/engine_lods.d.ts +31 -31
  117. package/lib/engine/engine_lods.js +146 -146
  118. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  119. package/lib/engine/engine_mainloop_utils.js +466 -466
  120. package/lib/engine/engine_math.d.ts +114 -114
  121. package/lib/engine/engine_math.js +247 -247
  122. package/lib/engine/engine_modules.d.ts +36 -36
  123. package/lib/engine/engine_modules.js +85 -85
  124. package/lib/engine/engine_networking.d.ts +252 -252
  125. package/lib/engine/engine_networking.js +743 -743
  126. package/lib/engine/engine_networking_auto.d.ts +24 -24
  127. package/lib/engine/engine_networking_auto.js +310 -310
  128. package/lib/engine/engine_networking_blob.d.ts +48 -48
  129. package/lib/engine/engine_networking_blob.js +212 -212
  130. package/lib/engine/engine_networking_files.d.ts +35 -35
  131. package/lib/engine/engine_networking_files.js +172 -172
  132. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  133. package/lib/engine/engine_networking_files_default_components.js +42 -42
  134. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  135. package/lib/engine/engine_networking_instantiate.js +345 -345
  136. package/lib/engine/engine_networking_peer.d.ts +15 -15
  137. package/lib/engine/engine_networking_peer.js +132 -132
  138. package/lib/engine/engine_networking_streams.d.ts +123 -123
  139. package/lib/engine/engine_networking_streams.js +645 -645
  140. package/lib/engine/engine_networking_types.d.ts +22 -22
  141. package/lib/engine/engine_networking_types.js +7 -7
  142. package/lib/engine/engine_networking_utils.d.ts +2 -2
  143. package/lib/engine/engine_networking_utils.js +20 -20
  144. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  145. package/lib/engine/engine_networking_websocket.js +2 -2
  146. package/lib/engine/engine_patcher.d.ts +10 -10
  147. package/lib/engine/engine_patcher.js +142 -142
  148. package/lib/engine/engine_physics.d.ts +152 -152
  149. package/lib/engine/engine_physics.js +645 -645
  150. package/lib/engine/engine_physics.types.d.ts +40 -40
  151. package/lib/engine/engine_physics.types.js +33 -33
  152. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  153. package/lib/engine/engine_physics_rapier.js +1432 -1432
  154. package/lib/engine/engine_playerview.d.ts +26 -26
  155. package/lib/engine/engine_playerview.js +64 -64
  156. package/lib/engine/engine_scenelighting.d.ts +71 -71
  157. package/lib/engine/engine_scenelighting.js +226 -226
  158. package/lib/engine/engine_scenetools.d.ts +50 -50
  159. package/lib/engine/engine_scenetools.js +321 -321
  160. package/lib/engine/engine_serialization.d.ts +3 -3
  161. package/lib/engine/engine_serialization.js +3 -3
  162. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  163. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  164. package/lib/engine/engine_serialization_core.d.ts +85 -85
  165. package/lib/engine/engine_serialization_core.js +602 -602
  166. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  167. package/lib/engine/engine_serialization_decorator.js +66 -66
  168. package/lib/engine/engine_setup.d.ts +1 -1
  169. package/lib/engine/engine_setup.js +2 -2
  170. package/lib/engine/engine_shaders.d.ts +53 -53
  171. package/lib/engine/engine_shaders.js +252 -252
  172. package/lib/engine/engine_shims.d.ts +4 -4
  173. package/lib/engine/engine_shims.js +24 -24
  174. package/lib/engine/engine_test_utils.d.ts +39 -39
  175. package/lib/engine/engine_test_utils.js +83 -83
  176. package/lib/engine/engine_texture.d.ts +28 -28
  177. package/lib/engine/engine_texture.js +64 -64
  178. package/lib/engine/engine_three_utils.d.ts +201 -201
  179. package/lib/engine/engine_three_utils.js +731 -731
  180. package/lib/engine/engine_time.d.ts +51 -51
  181. package/lib/engine/engine_time.js +82 -82
  182. package/lib/engine/engine_time_utils.d.ts +88 -88
  183. package/lib/engine/engine_time_utils.js +215 -215
  184. package/lib/engine/engine_tonemapping.d.ts +2 -2
  185. package/lib/engine/engine_tonemapping.js +194 -194
  186. package/lib/engine/engine_types.d.ts +572 -572
  187. package/lib/engine/engine_types.js +88 -88
  188. package/lib/engine/engine_typestore.d.ts +28 -28
  189. package/lib/engine/engine_typestore.js +55 -55
  190. package/lib/engine/engine_util_decorator.d.ts +13 -13
  191. package/lib/engine/engine_util_decorator.js +116 -116
  192. package/lib/engine/engine_utils.d.ts +266 -266
  193. package/lib/engine/engine_utils.js +878 -878
  194. package/lib/engine/engine_utils_format.d.ts +21 -21
  195. package/lib/engine/engine_utils_format.js +193 -193
  196. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  197. package/lib/engine/engine_utils_screenshot.js +513 -513
  198. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  199. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  200. package/lib/engine/engine_web_api.d.ts +12 -0
  201. package/lib/engine/engine_web_api.js +113 -0
  202. package/lib/engine/engine_web_api.js.map +1 -0
  203. package/lib/engine/engine_xr.d.ts +1 -1
  204. package/lib/engine/engine_xr.js +1 -1
  205. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  206. package/lib/engine/export/gltf/Writers.js +24 -24
  207. package/lib/engine/export/gltf/index.d.ts +11 -11
  208. package/lib/engine/export/gltf/index.js +123 -123
  209. package/lib/engine/export/index.d.ts +2 -2
  210. package/lib/engine/export/index.js +2 -2
  211. package/lib/engine/export/state.d.ts +7 -7
  212. package/lib/engine/export/state.js +17 -17
  213. package/lib/engine/export/utils.d.ts +2 -2
  214. package/lib/engine/export/utils.js +7 -7
  215. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  216. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  217. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  218. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  219. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  220. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  221. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  222. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  223. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  224. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  225. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  226. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  227. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  228. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  229. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  230. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  231. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  232. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  233. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  234. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  235. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  236. package/lib/engine/extensions/extension_resolver.js +1 -1
  237. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  238. package/lib/engine/extensions/extension_utils.js +152 -152
  239. package/lib/engine/extensions/extensions.d.ts +31 -31
  240. package/lib/engine/extensions/extensions.js +103 -103
  241. package/lib/engine/extensions/index.d.ts +6 -6
  242. package/lib/engine/extensions/index.js +6 -6
  243. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  244. package/lib/engine/extensions/usage_tracker.js +65 -65
  245. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  246. package/lib/engine/js-extensions/Camera.js +39 -39
  247. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  248. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  249. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  250. package/lib/engine/js-extensions/Layers.js +22 -22
  251. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  252. package/lib/engine/js-extensions/Object3D.js +136 -136
  253. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  254. package/lib/engine/js-extensions/RGBAColor.js +110 -110
  255. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  256. package/lib/engine/js-extensions/Vector.js +13 -13
  257. package/lib/engine/js-extensions/index.d.ts +5 -5
  258. package/lib/engine/js-extensions/index.js +5 -5
  259. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  260. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  261. package/lib/engine/shaders/shaderData.d.ts +55 -55
  262. package/lib/engine/shaders/shaderData.js +58 -58
  263. package/lib/engine/tests/test_utils.d.ts +2 -2
  264. package/lib/engine/tests/test_utils.js +53 -53
  265. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  266. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  267. package/lib/engine/webcomponents/api.d.ts +5 -5
  268. package/lib/engine/webcomponents/api.js +4 -4
  269. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  270. package/lib/engine/webcomponents/buttons.js +237 -237
  271. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  272. package/lib/engine/webcomponents/fonts.js +32 -32
  273. package/lib/engine/webcomponents/icons.d.ts +9 -9
  274. package/lib/engine/webcomponents/icons.js +52 -52
  275. package/lib/engine/webcomponents/index.d.ts +1 -1
  276. package/lib/engine/webcomponents/index.js +1 -1
  277. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  278. package/lib/engine/webcomponents/logo-element.js +67 -67
  279. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  280. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  281. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -151
  282. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1018
  283. package/lib/engine/webcomponents/needle menu/needle-menu.js.map +1 -1
  284. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  285. package/lib/engine/webcomponents/needle-button.js +161 -161
  286. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  287. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  288. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  289. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  290. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  291. package/lib/engine/xr/NeedleXRSync.js +188 -188
  292. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  293. package/lib/engine/xr/SceneTransition.js +69 -69
  294. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  295. package/lib/engine/xr/TempXRContext.js +187 -187
  296. package/lib/engine/xr/XRRig.d.ts +7 -7
  297. package/lib/engine/xr/XRRig.js +1 -1
  298. package/lib/engine/xr/api.d.ts +6 -6
  299. package/lib/engine/xr/api.js +6 -6
  300. package/lib/engine/xr/events.d.ts +66 -66
  301. package/lib/engine/xr/events.js +93 -93
  302. package/lib/engine/xr/internal.d.ts +12 -12
  303. package/lib/engine/xr/internal.js +25 -25
  304. package/lib/engine/xr/usdz.d.ts +12 -12
  305. package/lib/engine/xr/usdz.js +29 -29
  306. package/lib/engine/xr/utils.d.ts +11 -11
  307. package/lib/engine/xr/utils.js +34 -34
  308. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  309. package/lib/engine-components/AlignmentConstraint.js +39 -39
  310. package/lib/engine-components/Animation.d.ts +156 -156
  311. package/lib/engine-components/Animation.js +508 -508
  312. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  313. package/lib/engine-components/AnimationCurve.js +159 -159
  314. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  315. package/lib/engine-components/AnimationUtils.js +27 -27
  316. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  317. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  318. package/lib/engine-components/Animator.d.ts +217 -217
  319. package/lib/engine-components/Animator.js +354 -354
  320. package/lib/engine-components/AnimatorController.d.ts +227 -227
  321. package/lib/engine-components/AnimatorController.js +1152 -1152
  322. package/lib/engine-components/AudioListener.d.ts +33 -33
  323. package/lib/engine-components/AudioListener.js +86 -86
  324. package/lib/engine-components/AudioSource.d.ts +217 -217
  325. package/lib/engine-components/AudioSource.js +627 -627
  326. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  327. package/lib/engine-components/AvatarLoader.js +231 -231
  328. package/lib/engine-components/AxesHelper.d.ts +32 -32
  329. package/lib/engine-components/AxesHelper.js +67 -67
  330. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  331. package/lib/engine-components/BasicIKConstraint.js +43 -43
  332. package/lib/engine-components/BoxCollider.d.ts +2 -2
  333. package/lib/engine-components/BoxCollider.js +2 -2
  334. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  335. package/lib/engine-components/BoxHelperComponent.js +102 -102
  336. package/lib/engine-components/Camera.d.ts +231 -231
  337. package/lib/engine-components/Camera.js +700 -700
  338. package/lib/engine-components/CameraUtils.d.ts +1 -1
  339. package/lib/engine-components/CameraUtils.js +121 -121
  340. package/lib/engine-components/CharacterController.d.ts +55 -55
  341. package/lib/engine-components/CharacterController.js +236 -236
  342. package/lib/engine-components/Collider.d.ts +188 -188
  343. package/lib/engine-components/Collider.js +369 -369
  344. package/lib/engine-components/Component.d.ts +792 -792
  345. package/lib/engine-components/Component.js +915 -915
  346. package/lib/engine-components/ContactShadows.d.ts +82 -82
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  1017. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1018. package/src/engine-schemes/dist/vec2.js +32 -0
  1019. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1020. package/src/engine-schemes/dist/vec3.js +36 -0
  1021. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1022. package/src/engine-schemes/dist/vec4.js +40 -0
  1023. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1024. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1025. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1026. package/src/engine-schemes/schemes.ts +28 -28
  1027. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1028. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1029. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1030. package/src/engine-schemes/transform.ts +50 -50
  1031. package/src/engine-schemes/transforms.fbs +25 -25
  1032. package/src/engine-schemes/vec.fbs +19 -19
  1033. package/src/engine-schemes/vec2.ts +33 -33
  1034. package/src/engine-schemes/vec3.ts +38 -38
  1035. package/src/engine-schemes/vec4.ts +43 -43
  1036. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1037. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1038. package/src/include/draco/draco_decoder.js +34 -34
  1039. package/src/include/ktx2/basis_transcoder.js +21 -21
  1040. package/src/include/needle/arial-msdf.json +1471 -1471
  1041. package/src/include/three/DragControls.js +231 -231
  1042. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1043. package/src/needle-engine.ts +70 -70
@@ -1,1433 +1,1433 @@
1
- import { BufferAttribute, BufferGeometry, InterleavedBufferAttribute, LineBasicMaterial, LineSegments, Matrix4, Quaternion, Vector3 } from 'three';
2
- import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
3
- import { CollisionDetectionMode, PhysicsMaterialCombine } from '../engine/engine_physics.types.js';
4
- import { MeshCollider } from '../engine-components/Collider.js';
5
- import { isDevEnvironment } from './debug/debug.js';
6
- import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
7
- import { foreachComponent } from './engine_gameobject.js';
8
- import { Gizmos } from './engine_gizmos.js';
9
- import { Mathf } from './engine_math.js';
10
- import { MODULES } from './engine_modules.js';
11
- import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPositionXYZ, setWorldQuaternionXYZW } from "./engine_three_utils.js";
12
- import { Collision, ContactPoint } from './engine_types.js';
13
- import { SphereOverlapResult } from './engine_types.js';
14
- import { CircularBuffer, getParam } from "./engine_utils.js";
15
- const debugPhysics = getParam("debugphysics");
16
- const debugColliderPlacement = getParam("debugcolliderplacement");
17
- const debugCollisions = getParam("debugcollisions");
18
- const showColliders = getParam("showcolliders");
19
- const showPhysicsRaycasts = getParam("debugraycasts");
20
- /** on physics body and references the needle component */
21
- const $componentKey = Symbol("needle component");
22
- /** on needle component and references physics body */
23
- const $bodyKey = Symbol("physics body");
24
- const $colliderRigidbody = Symbol("rigidbody");
25
- globalThis["NEEDLE_USE_RAPIER"] = globalThis["NEEDLE_USE_RAPIER"] !== undefined ? globalThis["NEEDLE_USE_RAPIER"] : true;
26
- if (debugPhysics)
27
- console.log("Use Rapier", NEEDLE_USE_RAPIER, globalThis["NEEDLE_USE_RAPIER"]);
28
- if (NEEDLE_USE_RAPIER) {
29
- ContextRegistry.registerCallback(ContextEvent.ContextCreationStart, evt => {
30
- if (debugPhysics)
31
- console.log("Register rapier physics backend");
32
- evt.context.physics.engine = new RapierPhysics(evt.context);
33
- // We do not initialize physics immediately to avoid loading the physics engine if it is not needed
34
- });
35
- }
36
- export class RapierPhysics {
37
- debugRenderColliders = false;
38
- debugRenderRaycasts = false;
39
- removeBody(obj) {
40
- if (!obj)
41
- return;
42
- this.validate();
43
- const body = obj[$bodyKey];
44
- obj[$bodyKey] = null;
45
- if (body && this.world) {
46
- const index = this.objects.findIndex(o => o === obj);
47
- if (index >= 0) {
48
- const rapierBody = this.bodies[index];
49
- // Remove references
50
- this.bodies.splice(index, 1);
51
- this.objects.splice(index, 1);
52
- // Remove the collider from the physics world
53
- if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
54
- const rapierCollider = rapierBody;
55
- this.world?.removeCollider(rapierCollider, true);
56
- // also remove the rigidbody if it doesnt have colliders anymore
57
- const rapierRigidbody = rapierCollider.parent();
58
- if (rapierRigidbody && rapierRigidbody.numColliders() <= 0) {
59
- const rigidbody = rapierRigidbody[$componentKey];
60
- if (rigidbody) {
61
- // If the collider was attached to a rigidbody and this rigidbody now has no colliders anymore we should ignore it - because the Rigidbody component will delete itself
62
- }
63
- else {
64
- // But if there is no explicit rigidbody needle component then the colliders did create it implictly and thus we need to remove it here:
65
- this.world?.removeRigidBody(rapierRigidbody);
66
- }
67
- }
68
- }
69
- // Remove the rigidbody from the physics world
70
- else if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
71
- if (rapierBody.numColliders() <= 0) {
72
- this.world?.removeRigidBody(rapierBody);
73
- }
74
- else {
75
- if (isDevEnvironment()) {
76
- if (!rapierBody["did_log_removing"]) {
77
- setTimeout(() => {
78
- if (rapierBody.numColliders() > 0) {
79
- rapierBody["did_log_removing"] = true;
80
- console.warn("RapierPhysics: removing rigidbody with colliders from the physics world is not possible right now, please remove the colliders first");
81
- }
82
- }, 1);
83
- }
84
- }
85
- }
86
- }
87
- }
88
- }
89
- }
90
- updateBody(comp, translation, rotation) {
91
- this.validate();
92
- if (!this.enabled)
93
- return;
94
- if (comp.destroyed || !comp.gameObject)
95
- return;
96
- if (!translation && !rotation)
97
- return;
98
- if (comp.isCollider === true) {
99
- // const collider = comp as ICollider;
100
- console.warn("TODO: implement updating collider position");
101
- }
102
- else {
103
- const rigidbody = comp;
104
- const body = rigidbody[$bodyKey];
105
- if (body) {
106
- this.syncPhysicsBody(rigidbody.gameObject, body, translation, rotation);
107
- }
108
- }
109
- }
110
- updateProperties(obj) {
111
- this.validate();
112
- if (obj.isCollider) {
113
- const col = obj;
114
- const body = col[$bodyKey];
115
- if (body) {
116
- this.internalUpdateColliderProperties(col, body);
117
- if (col.sharedMaterial)
118
- this.updatePhysicsMaterial(col);
119
- }
120
- }
121
- else {
122
- const rb = obj;
123
- const physicsBody = this.internal_getRigidbody(rb);
124
- if (physicsBody) {
125
- this.internalUpdateRigidbodyProperties(rb, physicsBody);
126
- }
127
- }
128
- }
129
- addForce(rigidbody, force, wakeup) {
130
- this.validate();
131
- const body = this.internal_getRigidbody(rigidbody);
132
- if (body)
133
- body.addForce(force, wakeup);
134
- else
135
- console.warn("Rigidbody doesn't exist: can not apply force (does your object with the Rigidbody have a collider?)");
136
- }
137
- addImpulse(rigidbody, force, wakeup) {
138
- this.validate();
139
- const body = this.internal_getRigidbody(rigidbody);
140
- if (body)
141
- body.applyImpulse(force, wakeup);
142
- else
143
- console.warn("Rigidbody doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
144
- }
145
- getLinearVelocity(comp) {
146
- this.validate();
147
- const body = this.internal_getRigidbody(comp);
148
- if (body) {
149
- const vel = body.linvel();
150
- return vel;
151
- }
152
- // else console.warn("Rigidbody doesn't exist: can not get linear velocity (does your object with the Rigidbody have a collider?)");
153
- return null;
154
- }
155
- getAngularVelocity(rb) {
156
- this.validate();
157
- const body = this.internal_getRigidbody(rb);
158
- if (body) {
159
- const vel = body.angvel();
160
- return vel;
161
- }
162
- // else console.warn("Rigidbody doesn't exist: can not get angular velocity (does your object with the Rigidbody have a collider?)");
163
- return null;
164
- }
165
- resetForces(rb, wakeup) {
166
- this.validate();
167
- const body = this.internal_getRigidbody(rb);
168
- body?.resetForces(wakeup);
169
- }
170
- resetTorques(rb, wakeup) {
171
- this.validate();
172
- const body = this.internal_getRigidbody(rb);
173
- body?.resetTorques(wakeup);
174
- }
175
- applyImpulse(rb, vec, wakeup) {
176
- this.validate();
177
- const body = this.internal_getRigidbody(rb);
178
- if (body)
179
- body.applyImpulse(vec, wakeup);
180
- else
181
- console.warn("Rigidbody doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
182
- }
183
- wakeup(rb) {
184
- this.validate();
185
- const body = this.internal_getRigidbody(rb);
186
- if (body)
187
- body.wakeUp();
188
- else
189
- console.warn("Rigidbody doesn't exist: can not wake up (does your object with the Rigidbody have a collider?)");
190
- }
191
- isSleeping(rb) {
192
- this.validate();
193
- const body = this.internal_getRigidbody(rb);
194
- return body?.isSleeping();
195
- }
196
- setAngularVelocity(rb, vec, wakeup) {
197
- this.validate();
198
- const body = this.internal_getRigidbody(rb);
199
- if (body)
200
- body.setAngvel(vec, wakeup);
201
- else
202
- console.warn("Rigidbody doesn't exist: can not set angular velocity (does your object with the Rigidbody have a collider?)");
203
- }
204
- setLinearVelocity(rb, vec, wakeup) {
205
- this.validate();
206
- const body = this.internal_getRigidbody(rb);
207
- if (body)
208
- body.setLinvel(vec, wakeup);
209
- else
210
- console.warn("Rigidbody doesn't exist: can not set linear velocity (does your object with the Rigidbody have a collider?)");
211
- }
212
- context;
213
- _initializePromise;
214
- _isInitialized = false;
215
- constructor(ctx) {
216
- this.context = ctx;
217
- }
218
- get isInitialized() { return this._isInitialized; }
219
- async initialize() {
220
- if (!this._initializePromise)
221
- this._initializePromise = this.internalInitialization();
222
- return this._initializePromise;
223
- }
224
- async internalInitialization() {
225
- if (getParam("__nophysics")) {
226
- console.warn("Physics are disabled");
227
- return false;
228
- }
229
- if (debugPhysics)
230
- console.log("Initialize rapier physics engine");
231
- // NEEDLE_PHYSICS_INIT_START
232
- // use .env file with VITE_NEEDLE_USE_RAPIER=false to treeshake rapier
233
- // @ts-ignore
234
- if ("env" in import.meta && import.meta.env.VITE_NEEDLE_USE_RAPIER === "false") {
235
- if (debugPhysics)
236
- console.log("Rapier disabled");
237
- return false;
238
- }
239
- // Can be transformed during build time to disable rapier
240
- if (!NEEDLE_USE_RAPIER)
241
- return false;
242
- if (this._hasCreatedWorld) {
243
- console.error("Invalid call to create physics world: world is already created");
244
- return true;
245
- }
246
- this._hasCreatedWorld = true;
247
- if (MODULES.RAPIER_PHYSICS.MAYBEMODULE == undefined) {
248
- if (debugPhysics)
249
- console.trace("Loading rapier physics engine");
250
- const module = await MODULES.RAPIER_PHYSICS.load();
251
- await module.init();
252
- }
253
- if (debugPhysics)
254
- console.log("Physics engine initialized, creating world...");
255
- this._world = new MODULES.RAPIER_PHYSICS.MODULE.World(this._gravity);
256
- this.rapierRay = new MODULES.RAPIER_PHYSICS.MODULE.Ray({ x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 1 });
257
- this.enabled = true;
258
- this._isInitialized = true;
259
- if (debugPhysics)
260
- console.log("Physics world created");
261
- return true;
262
- // NEEDLE_PHYSICS_INIT_END
263
- }
264
- /** Check is the physics engine has been initialized and the call can be made */
265
- validate() {
266
- if (!this._isInitialized) {
267
- if (debugPhysics) {
268
- this["_lastWarnTime"] = this["_lastWarnTime"] ?? 0;
269
- if (Date.now() - this["_lastWarnTime"] > 1000) {
270
- this["_lastWarnTime"] = Date.now();
271
- console.warn("Physics engine is not initialized");
272
- }
273
- }
274
- }
275
- }
276
- rapierRay;
277
- raycastVectorsBuffer = new CircularBuffer(() => new Vector3(), 10);
278
- raycast(origin, direction, options) {
279
- if (!this._isInitialized) {
280
- console.log("Physics engine is not initialized");
281
- return null;
282
- }
283
- let maxDistance = options?.maxDistance;
284
- let solid = options?.solid;
285
- if (maxDistance === undefined)
286
- maxDistance = Infinity;
287
- if (solid === undefined)
288
- solid = true;
289
- const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
290
- if (!ray)
291
- return null;
292
- if (this.debugRenderRaycasts || showPhysicsRaycasts)
293
- Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
294
- const hit = this.world?.castRay(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
295
- const component = c[$componentKey];
296
- if (options?.filterPredicate)
297
- return options.filterPredicate(component);
298
- if (options?.useIgnoreRaycastLayer !== false) {
299
- // ignore objects in the IgnoreRaycast=2 layer
300
- return !component?.gameObject.layers.isEnabled(2);
301
- }
302
- return true;
303
- });
304
- if (hit) {
305
- const point = ray.pointAt(hit.timeOfImpact);
306
- const vec = this.raycastVectorsBuffer.get();
307
- vec.set(point.x, point.y, point.z);
308
- return { point: vec, collider: hit.collider[$componentKey] };
309
- }
310
- return null;
311
- }
312
- raycastAndGetNormal(origin, direction, options) {
313
- if (!this._isInitialized) {
314
- return null;
315
- }
316
- let maxDistance = options?.maxDistance;
317
- let solid = options?.solid;
318
- if (maxDistance === undefined)
319
- maxDistance = Infinity;
320
- if (solid === undefined)
321
- solid = true;
322
- const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
323
- if (!ray)
324
- return null;
325
- if (this.debugRenderRaycasts || showPhysicsRaycasts)
326
- Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
327
- const hit = this.world?.castRayAndGetNormal(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
328
- const component = c[$componentKey];
329
- if (options?.filterPredicate)
330
- return options.filterPredicate(component);
331
- if (options?.useIgnoreRaycastLayer !== false) {
332
- // ignore objects in the IgnoreRaycast=2 layer
333
- return !component?.gameObject.layers.isEnabled(2);
334
- }
335
- return true;
336
- });
337
- if (hit) {
338
- const point = ray.pointAt(hit.timeOfImpact);
339
- const normal = hit.normal;
340
- const vec = this.raycastVectorsBuffer.get();
341
- const nor = this.raycastVectorsBuffer.get();
342
- vec.set(point.x, point.y, point.z);
343
- nor.set(normal.x, normal.y, normal.z);
344
- return { point: vec, normal: nor, collider: hit.collider[$componentKey] };
345
- }
346
- return null;
347
- }
348
- getPhysicsRay(ray, origin, direction) {
349
- const cam = this.context?.mainCamera;
350
- if (origin === undefined) {
351
- const pos = this.context?.input.getPointerPosition(0);
352
- if (pos)
353
- origin = pos;
354
- else
355
- return null;
356
- }
357
- // if we get origin in 2d space we need to project it to 3d space
358
- if (origin["z"] === undefined) {
359
- if (!cam) {
360
- console.error("Can not perform raycast from 2d point - no main camera found");
361
- return null;
362
- }
363
- const vec3 = this.raycastVectorsBuffer.get();
364
- vec3.x = origin.x;
365
- vec3.y = origin.y;
366
- vec3.z = 0;
367
- // if the origin is in screen space we need to convert it to raycaster space
368
- if (vec3.x > 1 || vec3.y > 1 || vec3.y < -1 || vec3.x < -1) {
369
- if (debugPhysics)
370
- console.warn("Converting screenspace to raycast space", vec3);
371
- this.context?.input.convertScreenspaceToRaycastSpace(vec3);
372
- }
373
- vec3.unproject(cam);
374
- origin = vec3;
375
- }
376
- const o = origin;
377
- ray.origin.x = o.x;
378
- ray.origin.y = o.y;
379
- ray.origin.z = o.z;
380
- const vec = this.raycastVectorsBuffer.get();
381
- if (direction)
382
- vec.set(direction.x, direction.y, direction.z);
383
- else {
384
- if (!cam) {
385
- console.error("Can not perform raycast - no camera found");
386
- return null;
387
- }
388
- vec.set(ray.origin.x, ray.origin.y, ray.origin.z);
389
- const camPosition = getWorldPosition(cam);
390
- vec.sub(camPosition);
391
- }
392
- // we need to normalize the ray because our input is a max travel length and the direction may be not normalized
393
- vec.normalize();
394
- ray.dir.x = vec.x;
395
- ray.dir.y = vec.y;
396
- ray.dir.z = vec.z;
397
- // Gizmos.DrawRay(ray.origin, ray.dir, 0xff0000, Infinity);
398
- return ray;
399
- }
400
- rapierSphere = null;
401
- rapierColliderArray = [];
402
- rapierIdentityRotation = { x: 0, y: 0, z: 0, w: 1 };
403
- rapierForwardVector = { x: 0, y: 0, z: 1 };
404
- /** Precice sphere overlap detection using rapier against colliders
405
- * @param point center of the sphere in worldspace
406
- * @param radius radius of the sphere
407
- * @returns array of colliders that overlap with the sphere. Note: they currently only contain the collider and the gameobject
408
- */
409
- sphereOverlap(point, radius) {
410
- this.rapierColliderArray.length = 0;
411
- if (!this._isInitialized) {
412
- return this.rapierColliderArray;
413
- }
414
- if (!this.world)
415
- return this.rapierColliderArray;
416
- this.rapierSphere ??= new MODULES.RAPIER_PHYSICS.MODULE.Ball(radius);
417
- this.rapierSphere.radius = radius;
418
- if (this.debugRenderRaycasts || showPhysicsRaycasts)
419
- Gizmos.DrawWireSphere(point, radius, 0x3344ff, 1);
420
- this.world.intersectionsWithShape(point, this.rapierIdentityRotation, this.rapierSphere, col => {
421
- const collider = col[$componentKey];
422
- // if (collider.gameObject.layers.isEnabled(2)) return true;
423
- const intersection = new SphereOverlapResult(collider.gameObject, collider);
424
- this.rapierColliderArray.push(intersection);
425
- return true; // Return `false` instead if we want to stop searching for other colliders that contain this point.
426
- },
427
- // TODO: it seems as QueryFilterFlags.EXCLUDE_SENSORS also excludes DYNAMIC Rigidbodies (only if they're set to kinematic)
428
- undefined, // QueryFilterFlags.EXCLUDE_SENSORS,
429
- undefined, undefined, undefined, col => {
430
- // we don't want to raycast against triggers (see comment about Exclude Sensors above)
431
- if (col.isSensor())
432
- return false;
433
- const collider = col[$componentKey];
434
- return collider.gameObject.layers.isEnabled(2) == false;
435
- });
436
- return this.rapierColliderArray;
437
- // TODO: this only returns one hit
438
- // let filterGroups = 0xffffffff;
439
- // filterGroups &= ~(1 << 2);
440
- // const hit: ShapeColliderTOI | null = this.world.castShape(point,
441
- // this.rapierIdentityRotation,
442
- // this.rapierForwardVector,
443
- // this.rapierSphere,
444
- // 0,
445
- // QueryFilterFlags.EXCLUDE_SENSORS,
446
- // // filterGroups,
447
- // );
448
- // // console.log(hit);
449
- // if (hit) {
450
- // const collider = hit.collider[$componentKey] as ICollider
451
- // const intersection = new SphereOverlapResult(collider.gameObject);
452
- // this.rapierColliderArray.push(intersection);
453
- // // const localpt = hit.witness2;
454
- // // // const normal = hit.normal2;
455
- // // const hitPoint = new Vector3(localpt.x, localpt.y, localpt.z);
456
- // // // collider.gameObject.localToWorld(hitPoint);
457
- // // // const normalPt = new Vector3(normal.x, normal.y, normal.z);
458
- // // // const mat = new Matrix4().setPosition(point).scale(new Vector3(radius, radius, radius));
459
- // // // hitPoint.applyMatrix4(mat);
460
- // // console.log(hit.witness2)
461
- // // // hitPoint.add(point);
462
- // // const dist = hitPoint.distanceTo(point);
463
- // }
464
- // return this.rapierColliderArray;
465
- }
466
- // physics simulation
467
- enabled = false;
468
- /** Get access to the rapier world */
469
- get world() { return this._world; }
470
- ;
471
- _tempPosition = new Vector3();
472
- _tempQuaternion = new Quaternion();
473
- _tempScale = new Vector3();
474
- _tempMatrix = new Matrix4();
475
- static _didLoadPhysicsEngine = false;
476
- _isUpdatingPhysicsWorld = false;
477
- get isUpdating() { return this._isUpdatingPhysicsWorld; }
478
- _world;
479
- _hasCreatedWorld = false;
480
- eventQueue;
481
- collisionHandler;
482
- objects = [];
483
- bodies = [];
484
- _meshCache = new Map();
485
- _gravity = { x: 0.0, y: -9.81, z: 0.0 };
486
- get gravity() {
487
- return this.world?.gravity ?? this._gravity;
488
- }
489
- set gravity(value) {
490
- if (this.world) {
491
- this.world.gravity = value;
492
- }
493
- else {
494
- this._gravity = value;
495
- }
496
- }
497
- clearCaches() {
498
- this._meshCache.clear();
499
- if (this.eventQueue?.raw)
500
- this.eventQueue?.free();
501
- if (this.world?.bodies)
502
- this.world?.free();
503
- }
504
- async addBoxCollider(collider, size) {
505
- if (!this._isInitialized)
506
- await this.initialize();
507
- if (!collider.activeAndEnabled)
508
- return;
509
- if (!this.enabled) {
510
- if (debugPhysics)
511
- console.warn("Physics are disabled");
512
- return;
513
- }
514
- const obj = collider.gameObject;
515
- const scale = getWorldScale(obj, this._tempPosition).multiply(size);
516
- scale.multiplyScalar(0.5);
517
- // prevent negative scale
518
- if (scale.x < 0)
519
- scale.x = Math.abs(scale.x);
520
- if (scale.y < 0)
521
- scale.y = Math.abs(scale.y);
522
- if (scale.z < 0)
523
- scale.z = Math.abs(scale.z);
524
- // prevent zero scale - seems normals are flipped otherwise
525
- if (scale.x == 0)
526
- scale.x = 0.0000001;
527
- if (scale.y == 0)
528
- scale.y = 0.0000001;
529
- if (scale.z == 0)
530
- scale.z = 0.0000001;
531
- const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.cuboid(scale.x, scale.y, scale.z);
532
- // const objectLayerMask = collider.gameObject.layers.mask;
533
- // const mask = objectLayerMask & ~2;
534
- // TODO: https://rapier.rs/docs/user_guides/javascript/colliders/#collision-groups-and-solver-groups
535
- // desc.setCollisionGroups(objectLayerMask);
536
- this.createCollider(collider, desc);
537
- }
538
- async addSphereCollider(collider) {
539
- if (!this._isInitialized)
540
- await this.initialize();
541
- if (!collider.activeAndEnabled)
542
- return;
543
- if (!this.enabled) {
544
- if (debugPhysics)
545
- console.warn("Physics are disabled");
546
- return;
547
- }
548
- const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.ball(.5);
549
- this.createCollider(collider, desc);
550
- this.updateProperties(collider);
551
- }
552
- async addCapsuleCollider(collider, height, radius) {
553
- if (!this._isInitialized)
554
- await this.initialize();
555
- if (!collider.activeAndEnabled)
556
- return;
557
- if (!this.enabled) {
558
- if (debugPhysics)
559
- console.warn("Physics are disabled");
560
- return;
561
- }
562
- const obj = collider.gameObject;
563
- const scale = getWorldScale(obj, this._tempPosition);
564
- // Prevent negative scales
565
- scale.x = Math.abs(scale.x);
566
- scale.y = Math.abs(scale.y);
567
- const finalRadius = radius * scale.x;
568
- // half height = distance between capsule origin and top sphere origin (not the top end of the capsule)
569
- height = Math.max(height, finalRadius * 2);
570
- const hh = Mathf.clamp((height * .5 * scale.y) - (radius * scale.x), 0, Number.MAX_SAFE_INTEGER);
571
- const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.capsule(hh, finalRadius);
572
- this.createCollider(collider, desc);
573
- }
574
- async addMeshCollider(collider, mesh, convex, extraScale) {
575
- // capture the geometry before waiting for phyiscs engine
576
- let geo = mesh.geometry;
577
- if (!geo) {
578
- if (debugPhysics)
579
- console.warn("Missing mesh geometry", mesh.name);
580
- return;
581
- }
582
- // check if mesh is indexed, if not generate indices
583
- if (!geo.index?.array?.length) {
584
- console.warn(`Your MeshCollider is missing vertices or indices in the assined mesh \"${mesh.name}\". Consider providing an indexed geometry.`);
585
- geo = BufferGeometryUtils.mergeVertices(geo);
586
- }
587
- let positions = null;
588
- const positionAttribute = geo.getAttribute("position");
589
- if (positionAttribute instanceof InterleavedBufferAttribute) {
590
- const count = positionAttribute.count;
591
- positions = new Float32Array(count * 3);
592
- for (let i = 0; i < count; i++) {
593
- const x = positionAttribute.getX(i);
594
- const y = positionAttribute.getY(i);
595
- const z = positionAttribute.getZ(i);
596
- positions[i * 3] = x;
597
- positions[i * 3 + 1] = y;
598
- positions[i * 3 + 2] = z;
599
- }
600
- }
601
- else {
602
- positions = positionAttribute.array;
603
- }
604
- await this.initialize();
605
- if (!this.enabled) {
606
- if (debugPhysics)
607
- console.warn("Physics are disabled");
608
- return;
609
- }
610
- if (!collider.activeAndEnabled)
611
- return;
612
- // let positions = geo.getAttribute("position").array as Float32Array;
613
- const indices = geo.index?.array;
614
- const scale = collider.gameObject.worldScale.clone();
615
- if (extraScale)
616
- scale.multiply(extraScale);
617
- // scaling seems not supported yet https://github.com/dimforge/rapier/issues/243
618
- if (Math.abs(scale.x - 1) > 0.0001 || Math.abs(scale.y - 1) > 0.0001 || Math.abs(scale.z - 1) > 0.0001) {
619
- const key = `${geo.uuid}_${scale.x}_${scale.y}_${scale.z}_${convex}`;
620
- if (this._meshCache.has(key)) {
621
- if (debugPhysics)
622
- console.warn("Use cached mesh collider");
623
- positions = this._meshCache.get(key);
624
- }
625
- else {
626
- if (debugPhysics || isDevEnvironment())
627
- console.debug(`[Performance] Your MeshCollider \"${collider.name}\" is scaled: consider applying the scale to the collider mesh instead (${scale.x}, ${scale.y}, ${scale.z})`);
628
- const scaledPositions = new Float32Array(positions.length);
629
- for (let i = 0; i < positions.length; i += 3) {
630
- scaledPositions[i] = positions[i] * scale.x;
631
- scaledPositions[i + 1] = positions[i + 1] * scale.y;
632
- scaledPositions[i + 2] = positions[i + 2] * scale.z;
633
- }
634
- positions = scaledPositions;
635
- this._meshCache.set(key, scaledPositions);
636
- }
637
- }
638
- const desc = convex
639
- ? MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.convexHull(positions)
640
- : MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.trimesh(positions, indices);
641
- if (desc) {
642
- this.createCollider(collider, desc);
643
- // col.setMassProperties(1, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0, w: 1 });
644
- // rb?.setTranslation({ x: 0, y: 2, z: 0 });
645
- // col.setTranslationWrtParent(new Vector3(0,2,0));
646
- }
647
- }
648
- updatePhysicsMaterial(col) {
649
- if (!col)
650
- return;
651
- const physicsMaterial = col.sharedMaterial;
652
- const rapier_collider = col[$bodyKey];
653
- if (!rapier_collider)
654
- return;
655
- if (physicsMaterial) {
656
- if (physicsMaterial.bounciness !== undefined)
657
- rapier_collider.setRestitution(physicsMaterial.bounciness);
658
- if (physicsMaterial.bounceCombine !== undefined) {
659
- switch (physicsMaterial.bounceCombine) {
660
- case PhysicsMaterialCombine.Average:
661
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
662
- break;
663
- case PhysicsMaterialCombine.Maximum:
664
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
665
- break;
666
- case PhysicsMaterialCombine.Minimum:
667
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
668
- break;
669
- case PhysicsMaterialCombine.Multiply:
670
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
671
- break;
672
- }
673
- }
674
- if (physicsMaterial.dynamicFriction !== undefined)
675
- rapier_collider.setFriction(physicsMaterial.dynamicFriction);
676
- if (physicsMaterial.frictionCombine !== undefined) {
677
- switch (physicsMaterial.frictionCombine) {
678
- case PhysicsMaterialCombine.Average:
679
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
680
- break;
681
- case PhysicsMaterialCombine.Maximum:
682
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
683
- break;
684
- case PhysicsMaterialCombine.Minimum:
685
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
686
- break;
687
- case PhysicsMaterialCombine.Multiply:
688
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
689
- break;
690
- }
691
- }
692
- }
693
- }
694
- /** Get the rapier body for a Needle component */
695
- getBody(obj) {
696
- if (!obj)
697
- return null;
698
- const body = obj[$bodyKey];
699
- return body;
700
- }
701
- /** Get the Needle Engine component for a rapier object */
702
- getComponent(rapierObject) {
703
- if (!rapierObject)
704
- return null;
705
- const component = rapierObject[$componentKey];
706
- return component;
707
- }
708
- createCollider(collider, desc) {
709
- if (!this.world)
710
- throw new Error("Physics world not initialized");
711
- const matrix = this._tempMatrix;
712
- let rigidBody = undefined;
713
- if (!collider.attachedRigidbody) {
714
- if (debugPhysics)
715
- console.log("Create collider without rigidbody", collider.name);
716
- matrix.makeRotationFromQuaternion(getWorldQuaternion(collider.gameObject));
717
- matrix.setPosition(getWorldPosition(collider.gameObject));
718
- }
719
- else {
720
- rigidBody = this.getRigidbody(collider, this._tempMatrix);
721
- }
722
- matrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
723
- this.tryApplyCenter(collider, this._tempPosition);
724
- desc.setTranslation(this._tempPosition.x, this._tempPosition.y, this._tempPosition.z);
725
- desc.setRotation(this._tempQuaternion);
726
- desc.setSensor(collider.isTrigger);
727
- // TODO: we might want to update this if the material changes
728
- const physicsMaterial = collider.sharedMaterial;
729
- if (physicsMaterial) {
730
- if (physicsMaterial.bounciness !== undefined)
731
- desc.setRestitution(physicsMaterial.bounciness);
732
- if (physicsMaterial.bounceCombine !== undefined) {
733
- switch (physicsMaterial.bounceCombine) {
734
- case PhysicsMaterialCombine.Average:
735
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
736
- break;
737
- case PhysicsMaterialCombine.Maximum:
738
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
739
- break;
740
- case PhysicsMaterialCombine.Minimum:
741
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
742
- break;
743
- case PhysicsMaterialCombine.Multiply:
744
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
745
- break;
746
- }
747
- }
748
- if (physicsMaterial.dynamicFriction !== undefined)
749
- desc.setFriction(physicsMaterial.dynamicFriction);
750
- if (physicsMaterial.frictionCombine !== undefined) {
751
- switch (physicsMaterial.frictionCombine) {
752
- case PhysicsMaterialCombine.Average:
753
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
754
- break;
755
- case PhysicsMaterialCombine.Maximum:
756
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
757
- break;
758
- case PhysicsMaterialCombine.Minimum:
759
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
760
- break;
761
- case PhysicsMaterialCombine.Multiply:
762
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
763
- break;
764
- }
765
- }
766
- }
767
- // if we want to use explicit mass properties, we need to set the collider density to 0
768
- // otherwise rapier will compute the mass properties based on the collider shape and density
769
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
770
- if (collider.attachedRigidbody?.autoMass === false) {
771
- desc.setDensity(.000001);
772
- desc.setMass(.000001);
773
- }
774
- try {
775
- const col = this.world.createCollider(desc, rigidBody);
776
- col[$componentKey] = collider;
777
- collider[$bodyKey] = col;
778
- col.setActiveEvents(MODULES.RAPIER_PHYSICS.MODULE.ActiveEvents.COLLISION_EVENTS);
779
- // We want to receive collisitons between two triggers too
780
- col.setActiveCollisionTypes(MODULES.RAPIER_PHYSICS.MODULE.ActiveCollisionTypes.ALL);
781
- this.objects.push(collider);
782
- this.bodies.push(col);
783
- // set the collider layers
784
- this.updateColliderCollisionGroups(collider);
785
- return col;
786
- }
787
- catch (e) {
788
- console.error("Error creating collider \"" + collider.name + "\"\nError:", e);
789
- return null;
790
- }
791
- }
792
- /**
793
- * Updates the collision groups of a collider.
794
- *
795
- * @param collider - The collider to update.
796
- */
797
- updateColliderCollisionGroups(collider) {
798
- const body = collider[$bodyKey];
799
- const members = collider.membership;
800
- let memberMask = 0;
801
- if (members == undefined) {
802
- memberMask = 0xffff;
803
- }
804
- else {
805
- for (let i = 0; i < members.length; i++) {
806
- const member = members[i];
807
- if (member > 31)
808
- console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
809
- else
810
- memberMask |= 1 << Math.floor(member);
811
- }
812
- }
813
- const mask = collider.filter;
814
- let filterMask = 0;
815
- if (mask == undefined) {
816
- filterMask = 0xffff;
817
- }
818
- else {
819
- for (let i = 0; i < mask.length; i++) {
820
- const member = mask[i];
821
- if (member > 31)
822
- console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
823
- else
824
- filterMask |= 1 << Math.floor(member);
825
- }
826
- }
827
- body.setCollisionGroups((memberMask << 16) | filterMask);
828
- }
829
- getRigidbody(collider, _matrix) {
830
- if (!this.world)
831
- throw new Error("Physics world not initialized");
832
- let rigidBody = null;
833
- if (collider.attachedRigidbody) {
834
- const rb = collider.attachedRigidbody;
835
- rigidBody = rb[$bodyKey];
836
- if (!rigidBody) {
837
- const kinematic = rb.isKinematic && !debugColliderPlacement;
838
- if (debugPhysics)
839
- console.log("Create rigidbody", kinematic);
840
- const rigidBodyDesc = (kinematic ? MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased() : MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.dynamic());
841
- const pos = getWorldPosition(collider.attachedRigidbody.gameObject);
842
- rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
843
- rigidBodyDesc.setRotation(getWorldQuaternion(collider.attachedRigidbody.gameObject));
844
- rigidBodyDesc.centerOfMass = new MODULES.RAPIER_PHYSICS.MODULE.Vector3(rb.centerOfMass.x, rb.centerOfMass.y, rb.centerOfMass.z);
845
- rigidBody = this.world.createRigidBody(rigidBodyDesc);
846
- this.bodies.push(rigidBody);
847
- this.objects.push(rb);
848
- }
849
- rigidBody[$componentKey] = rb;
850
- rb[$bodyKey] = rigidBody;
851
- this.internalUpdateRigidbodyProperties(rb, rigidBody);
852
- this.getRigidbodyRelativeMatrix(collider.gameObject, rb.gameObject, _matrix);
853
- collider[$colliderRigidbody] = rigidBody;
854
- }
855
- else {
856
- const rigidBodyDesc = MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased();
857
- const pos = getWorldPosition(collider.gameObject);
858
- rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
859
- rigidBodyDesc.setRotation(getWorldQuaternion(collider.gameObject));
860
- rigidBody = this.world.createRigidBody(rigidBodyDesc);
861
- _matrix.identity();
862
- rigidBody[$componentKey] = null;
863
- }
864
- return rigidBody;
865
- }
866
- internal_getRigidbody(rb) {
867
- if (rb.isCollider === true)
868
- return rb[$colliderRigidbody];
869
- return rb[$bodyKey];
870
- }
871
- internalUpdateColliderProperties(col, collider) {
872
- const shape = collider.shape;
873
- let sizeHasChanged = false;
874
- switch (shape.type) {
875
- // Sphere Collider
876
- case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Ball:
877
- {
878
- const ball = shape;
879
- const sc = col;
880
- const obj = col.gameObject;
881
- const scale = getWorldScale(obj, this._tempPosition);
882
- const radius = Math.abs(sc.radius * scale.x);
883
- sizeHasChanged = ball.radius !== radius;
884
- ball.radius = radius;
885
- if (sizeHasChanged) {
886
- collider.setShape(ball);
887
- }
888
- break;
889
- }
890
- case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Cuboid:
891
- const cuboid = shape;
892
- const sc = col;
893
- const obj = col.gameObject;
894
- const scale = getWorldScale(obj, this._tempPosition);
895
- const newX = sc.size.x * 0.5 * scale.x;
896
- const newY = sc.size.y * 0.5 * scale.y;
897
- const newZ = sc.size.z * 0.5 * scale.z;
898
- sizeHasChanged = cuboid.halfExtents.x !== newX || cuboid.halfExtents.y !== newY || cuboid.halfExtents.z !== newZ;
899
- cuboid.halfExtents.x = newX;
900
- cuboid.halfExtents.y = newY;
901
- cuboid.halfExtents.z = newZ;
902
- if (sizeHasChanged) {
903
- collider.setShape(cuboid);
904
- }
905
- break;
906
- }
907
- if (sizeHasChanged) {
908
- const rb = col.attachedRigidbody;
909
- if (rb?.autoMass) {
910
- const ph = this.getBody(rb);
911
- ph?.recomputeMassPropertiesFromColliders();
912
- }
913
- }
914
- this.updateColliderCollisionGroups(col);
915
- if (col.isTrigger !== collider.isSensor())
916
- collider.setSensor(col.isTrigger);
917
- }
918
- internalUpdateRigidbodyProperties(rb, rigidbody) {
919
- // continuous collision detection
920
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection
921
- rigidbody.enableCcd(rb.collisionDetectionMode !== CollisionDetectionMode.Discrete);
922
- rigidbody.setLinearDamping(rb.drag);
923
- rigidbody.setAngularDamping(rb.angularDrag);
924
- rigidbody.setGravityScale(rb.useGravity ? rb.gravityScale : 0, true);
925
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
926
- if (rb.dominanceGroup <= 127 && rb.dominanceGroup >= -127)
927
- rigidbody.setDominanceGroup(Math.floor(rb.dominanceGroup));
928
- else
929
- rigidbody.setDominanceGroup(0);
930
- if (rb.autoMass) {
931
- rigidbody.setAdditionalMass(0, false);
932
- for (let i = 0; i < rigidbody.numColliders(); i++) {
933
- const col = rigidbody.collider(i);
934
- col.setDensity(1);
935
- }
936
- rigidbody.recomputeMassPropertiesFromColliders();
937
- }
938
- else {
939
- rigidbody.setAdditionalMass(rb.mass, false);
940
- for (let i = 0; i < rigidbody.numColliders(); i++) {
941
- const col = rigidbody.collider(i);
942
- col.setDensity(0.0000001);
943
- }
944
- rigidbody.recomputeMassPropertiesFromColliders();
945
- }
946
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
947
- // rigidbody.setAdditionalMass(rb.mass, true);
948
- // for (let i = 0; i < rigidbody.numColliders(); i++) {
949
- // const collider = rigidbody.collider(i);
950
- // if (collider) {
951
- // collider.setMass(rb.mass);
952
- // // const density = rb.mass / collider.shape.computeMassProperties().mass;
953
- // }
954
- // }
955
- // lock rotations
956
- rigidbody.setEnabledRotations(!rb.lockRotationX, !rb.lockRotationY, !rb.lockRotationZ, false);
957
- rigidbody.setEnabledTranslations(!rb.lockPositionX, !rb.lockPositionY, !rb.lockPositionZ, false);
958
- if (rb.isKinematic) {
959
- rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased, false);
960
- }
961
- else {
962
- rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Dynamic, false);
963
- }
964
- }
965
- // private _lastStepTime: number | undefined = 0;
966
- lines;
967
- step(dt) {
968
- if (!this.world)
969
- return;
970
- if (!this.enabled)
971
- return;
972
- this._isUpdatingPhysicsWorld = true;
973
- if (!this.eventQueue) {
974
- this.eventQueue = new MODULES.RAPIER_PHYSICS.MODULE.EventQueue(false);
975
- }
976
- if (dt === undefined || dt <= 0) {
977
- this._isUpdatingPhysicsWorld = false;
978
- return;
979
- }
980
- else if (dt !== undefined) {
981
- // if we make to sudden changes to the timestep the physics can get unstable
982
- // https://rapier.rs/docs/user_guides/javascript/integration_parameters/#dt
983
- this.world.timestep = Mathf.lerp(this.world.timestep, dt, 0.8);
984
- }
985
- try {
986
- this.world.step(this.eventQueue);
987
- }
988
- catch (e) {
989
- console.warn("Error running physics step", e);
990
- }
991
- this._isUpdatingPhysicsWorld = false;
992
- }
993
- postStep() {
994
- if (!this.world)
995
- return;
996
- if (!this.enabled)
997
- return;
998
- this._isUpdatingPhysicsWorld = true;
999
- this.syncObjects();
1000
- this._isUpdatingPhysicsWorld = false;
1001
- if (this.eventQueue && !this.collisionHandler) {
1002
- this.collisionHandler = new PhysicsCollisionHandler(this.world, this.eventQueue);
1003
- }
1004
- if (this.collisionHandler) {
1005
- this.collisionHandler.handleCollisionEvents();
1006
- this.collisionHandler.update();
1007
- }
1008
- this.updateDebugRendering(this.world);
1009
- }
1010
- updateDebugRendering(world) {
1011
- if (debugPhysics || debugColliderPlacement || showColliders || this.debugRenderColliders === true) {
1012
- if (!this.lines) {
1013
- const material = new LineBasicMaterial({
1014
- color: 0x77dd77,
1015
- fog: false,
1016
- // vertexColors: VertexColors
1017
- });
1018
- const geometry = new BufferGeometry();
1019
- this.lines = new LineSegments(geometry, material);
1020
- this.lines.layers.disableAll();
1021
- this.lines.layers.enable(2);
1022
- }
1023
- if (this.lines.parent !== this.context?.scene)
1024
- this.context?.scene.add(this.lines);
1025
- const buffers = world.debugRender();
1026
- this.lines.geometry.setAttribute('position', new BufferAttribute(buffers.vertices, 3));
1027
- this.lines.geometry.setAttribute('color', new BufferAttribute(buffers.colors, 4));
1028
- // If a scene has no colliders at all at the start of the scene
1029
- // the bounding sphere radius will be 0 and the lines will not be rendered
1030
- // so we need to update the bounding sphere (perhaps it's enough to do this once...)
1031
- if (this.context.time.frame % 30 === 0 || this.lines.geometry.boundingSphere?.radius === 0) {
1032
- this.lines.geometry.computeBoundingSphere();
1033
- }
1034
- }
1035
- else {
1036
- if (this.lines) {
1037
- this.context?.scene.remove(this.lines);
1038
- }
1039
- }
1040
- }
1041
- /** sync rendered objects with physics world (except for colliders without rigidbody) */
1042
- syncObjects() {
1043
- if (debugColliderPlacement)
1044
- return;
1045
- for (let i = 0; i < this.bodies.length; i++) {
1046
- const obj = this.objects[i];
1047
- const body = this.bodies[i];
1048
- // if the collider is not attached to a rigidbody
1049
- // it means that its kinematic so we need to update its position
1050
- const col = obj;
1051
- if (col?.isCollider === true && !col.attachedRigidbody) {
1052
- const rigidbody = body.parent();
1053
- if (rigidbody)
1054
- this.syncPhysicsBody(obj.gameObject, rigidbody, true, true);
1055
- else
1056
- this.syncPhysicsBody(obj.gameObject, body, true, true);
1057
- continue;
1058
- }
1059
- // sync
1060
- const pos = body.translation();
1061
- const rot = body.rotation();
1062
- if (Number.isNaN(pos.x) || Number.isNaN(rot.x)) {
1063
- if (!col["__COLLIDER_NAN"] && isDevEnvironment()) {
1064
- console.warn("Collider has NaN values", col.name, col.gameObject, body);
1065
- col["__COLLIDER_NAN"] = true;
1066
- }
1067
- continue;
1068
- }
1069
- // make sure to keep the collider offset
1070
- const center = obj["center"];
1071
- if (center && center.isVector3) {
1072
- this._tempQuaternion.set(rot.x, rot.y, rot.z, rot.w);
1073
- const offset = this._tempPosition.copy(center).applyQuaternion(this._tempQuaternion);
1074
- const scale = getWorldScale(obj.gameObject);
1075
- offset.multiply(scale);
1076
- pos.x -= offset.x;
1077
- pos.y -= offset.y;
1078
- pos.z -= offset.z;
1079
- }
1080
- setWorldPositionXYZ(obj.gameObject, pos.x, pos.y, pos.z);
1081
- setWorldQuaternionXYZW(obj.gameObject, rot.x, rot.y, rot.z, rot.w);
1082
- }
1083
- }
1084
- syncPhysicsBody(obj, body, translation, rotation) {
1085
- // const bodyType = body.bodyType();
1086
- // const previous = physicsBody.translation();
1087
- // const vel = physicsBody.linvel();
1088
- if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
1089
- const worldPosition = getWorldPosition(obj, this._tempPosition);
1090
- const worldQuaternion = getWorldQuaternion(obj, this._tempQuaternion);
1091
- const type = body.bodyType();
1092
- switch (type) {
1093
- case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Fixed:
1094
- case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased:
1095
- case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicVelocityBased:
1096
- if (translation)
1097
- body.setNextKinematicTranslation(worldPosition);
1098
- if (rotation)
1099
- body.setNextKinematicRotation(worldQuaternion);
1100
- break;
1101
- default:
1102
- if (translation)
1103
- body.setTranslation(worldPosition, false);
1104
- if (rotation)
1105
- body.setRotation(worldQuaternion, false);
1106
- break;
1107
- }
1108
- }
1109
- else if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
1110
- if (obj.matrixWorldNeedsUpdate) {
1111
- obj.updateWorldMatrix(true, false);
1112
- }
1113
- obj.matrixWorld.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1114
- const wp = this._tempPosition;
1115
- const wq = this._tempQuaternion;
1116
- // const wp = getWorldPosition(obj, this._tempPosition);
1117
- // const wq = getWorldQuaternion(obj, this._tempQuaternion);
1118
- const collider = body[$componentKey];
1119
- this.tryApplyCenter(collider, wp);
1120
- // we need to check if translation or rotation have changed, otherwise the physics engine will wakeup rigidbody that are in contact with this collider
1121
- if (translation) {
1122
- const ct = body.translation();
1123
- if (ct.x !== wp.x || ct.y !== wp.y || ct.z !== wp.z)
1124
- body.setTranslation(wp);
1125
- }
1126
- if (rotation) {
1127
- const cr = body.rotation();
1128
- if (cr.x !== wq.x || cr.y !== wq.y || cr.z !== wq.z || cr.w !== wq.w)
1129
- body.setRotation(wq);
1130
- }
1131
- }
1132
- // physicsBody.setBodyType(RAPIER.RigidBodyType.Fixed);
1133
- // physicsBody.setLinvel(vel, false);
1134
- // update velocity
1135
- // const pos = physicsBody.translation();
1136
- // pos.x -= previous.x;
1137
- // pos.y -= previous.y;
1138
- // pos.z -= previous.z;
1139
- // // threhold
1140
- // const t = 1;
1141
- // const canUpdateVelocity = Math.abs(pos.x) < t && Math.abs(pos.y) < t && Math.abs(pos.z) < t;
1142
- // if (canUpdateVelocity) {
1143
- // const damping = 1 + this.context.time.deltaTime;
1144
- // vel.x *= damping;
1145
- // vel.y *= damping;
1146
- // vel.z *= damping;
1147
- // vel.x += pos.x;
1148
- // vel.y += pos.y;
1149
- // vel.z += pos.z;
1150
- // console.log(vel);
1151
- // physicsBody.setLinvel(vel, true);
1152
- // }
1153
- // else if(debugPhysics) console.warn("Movement exceeded threshold, not updating velocity", pos);
1154
- // body.setBodyType(bodyType);
1155
- }
1156
- _tempCenterPos = new Vector3();
1157
- _tempCenterVec = new Vector3();
1158
- _tempCenterQuaternion = new Quaternion();
1159
- tryApplyCenter(collider, targetVector) {
1160
- const center = collider.center;
1161
- if (center && collider.gameObject) {
1162
- if (center.x !== 0 || center.y !== 0 || center.z !== 0) {
1163
- // TODO: fix export of center in editor integrations so we dont have to flip here
1164
- this._tempCenterPos.x = center.x;
1165
- this._tempCenterPos.y = center.y;
1166
- this._tempCenterPos.z = center.z;
1167
- getWorldScale(collider.gameObject, this._tempCenterVec);
1168
- this._tempCenterPos.multiply(this._tempCenterVec);
1169
- if (!collider.attachedRigidbody) {
1170
- getWorldQuaternion(collider.gameObject, this._tempCenterQuaternion);
1171
- this._tempCenterPos.applyQuaternion(this._tempCenterQuaternion);
1172
- }
1173
- else {
1174
- this._tempCenterPos.applyQuaternion(collider.gameObject.quaternion);
1175
- }
1176
- targetVector.x += this._tempCenterPos.x;
1177
- targetVector.y += this._tempCenterPos.y;
1178
- targetVector.z += this._tempCenterPos.z;
1179
- }
1180
- }
1181
- }
1182
- static _matricesBuffer = [];
1183
- getRigidbodyRelativeMatrix(comp, rigidbody, mat, matrices) {
1184
- // collect all matrices to the rigidbody and then build the rigidbody relative matrix
1185
- if (matrices === undefined) {
1186
- matrices = RapierPhysics._matricesBuffer;
1187
- matrices.length = 0;
1188
- }
1189
- if (comp === rigidbody) {
1190
- const scale = getWorldScale(comp, this._tempPosition);
1191
- mat.makeScale(scale.x, scale.y, scale.z);
1192
- for (let i = matrices.length - 1; i >= 0; i--) {
1193
- mat.multiply(matrices[i]);
1194
- }
1195
- return mat;
1196
- }
1197
- matrices.push(comp.matrix);
1198
- if (comp.parent) {
1199
- this.getRigidbodyRelativeMatrix(comp.parent, rigidbody, mat, matrices);
1200
- }
1201
- return mat;
1202
- }
1203
- static centerConnectionPos = { x: 0, y: 0, z: 0 };
1204
- static centerConnectionRot = { x: 0, y: 0, z: 0, w: 1 };
1205
- addFixedJoint(body1, body2) {
1206
- if (!this.world) {
1207
- console.error("Physics world not initialized");
1208
- return;
1209
- }
1210
- const b1 = body1[$bodyKey];
1211
- const b2 = body2[$bodyKey];
1212
- this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1213
- this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1214
- const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.fixed(RapierPhysics.centerConnectionPos, RapierPhysics.centerConnectionRot, this._tempPosition, this._tempQuaternion);
1215
- const joint = this.world.createImpulseJoint(params, b1, b2, true);
1216
- if (debugPhysics)
1217
- console.log("ADD FIXED JOINT", joint);
1218
- }
1219
- /** The joint prevents any relative movement between two rigid-bodies, except for relative rotations along one axis. This is typically used to simulate wheels, fans, etc. They are characterized by one local anchor as well as one local axis on each rigid-body. */
1220
- addHingeJoint(body1, body2, anchor, axis) {
1221
- if (!this.world) {
1222
- console.error("Physics world not initialized");
1223
- return;
1224
- }
1225
- const b1 = body1[$bodyKey];
1226
- const b2 = body2[$bodyKey];
1227
- this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1228
- this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1229
- const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.revolute(anchor, this._tempPosition, axis);
1230
- const joint = this.world.createImpulseJoint(params, b1, b2, true);
1231
- if (debugPhysics)
1232
- console.log("ADD HINGE JOINT", joint);
1233
- }
1234
- calculateJointRelativeMatrices(body1, body2, mat) {
1235
- body1.updateWorldMatrix(true, false);
1236
- body2.updateWorldMatrix(true, false);
1237
- const world1 = body1.matrixWorld;
1238
- const world2 = body2.matrixWorld;
1239
- // set scale to 1
1240
- world1.elements[0] = 1;
1241
- world1.elements[5] = 1;
1242
- world1.elements[10] = 1;
1243
- world2.elements[0] = 1;
1244
- world2.elements[5] = 1;
1245
- world2.elements[10] = 1;
1246
- mat.copy(world2).premultiply(world1.invert()).invert();
1247
- }
1248
- }
1249
- /** responsible of processing collision events for the component system */
1250
- class PhysicsCollisionHandler {
1251
- world;
1252
- eventQueue;
1253
- constructor(world, eventQueue) {
1254
- this.world = world;
1255
- this.eventQueue = eventQueue;
1256
- }
1257
- activeCollisions = [];
1258
- activeCollisionsStay = [];
1259
- activeTriggers = [];
1260
- handleCollisionEvents() {
1261
- if (!this.eventQueue)
1262
- return;
1263
- if (!this.world)
1264
- return;
1265
- this.eventQueue.drainCollisionEvents((handle1, handle2, started) => {
1266
- const col1 = this.world.getCollider(handle1);
1267
- const col2 = this.world.getCollider(handle2);
1268
- if (!col1 || !col2)
1269
- return;
1270
- const colliderComponent1 = col1[$componentKey];
1271
- const colliderComponent2 = col2[$componentKey];
1272
- if (debugCollisions)
1273
- console.log("EVT", colliderComponent1.name, colliderComponent2.name, started, col1, col2);
1274
- if (colliderComponent1 && colliderComponent2) {
1275
- if (started) {
1276
- this.onCollisionStarted(colliderComponent1, col1, colliderComponent2, col2);
1277
- this.onCollisionStarted(colliderComponent2, col2, colliderComponent1, col1);
1278
- }
1279
- else {
1280
- this.onCollisionEnded(colliderComponent1, colliderComponent2);
1281
- this.onCollisionEnded(colliderComponent2, colliderComponent1);
1282
- }
1283
- }
1284
- });
1285
- }
1286
- update() {
1287
- this.onHandleCollisionStay();
1288
- }
1289
- onCollisionStarted(self, selfBody, other, otherBody) {
1290
- let collision = null;
1291
- // if one is a trigger we dont get collisions but want to raise the trigger events
1292
- if (self.isTrigger || other.isTrigger) {
1293
- foreachComponent(self.gameObject, (c) => {
1294
- if (c.onTriggerEnter && !c.destroyed) {
1295
- c.onTriggerEnter(other);
1296
- }
1297
- this.activeTriggers.push({ collider: self, component: c, otherCollider: other });
1298
- });
1299
- }
1300
- else {
1301
- const object = self.gameObject;
1302
- // TODO: we dont respect the flip value here!
1303
- this.world.contactPair(selfBody, otherBody, (manifold, _flipped) => {
1304
- foreachComponent(object, (c) => {
1305
- if (c.destroyed)
1306
- return;
1307
- const hasDeclaredEventMethod = c.onCollisionEnter || c.onCollisionStay || c.onCollisionExit;
1308
- if (hasDeclaredEventMethod || debugCollisions) {
1309
- if (!collision) {
1310
- const contacts = [];
1311
- const normal = manifold.normal();
1312
- // invert the normal for convex MeshColliders, NE-2680
1313
- if (other instanceof MeshCollider && other.convex) {
1314
- normal.x = -normal.x;
1315
- normal.y = -normal.y;
1316
- normal.z = -normal.z;
1317
- }
1318
- for (let i = 0; i < manifold.numSolverContacts(); i++) {
1319
- // solver points are in world space
1320
- // https://rapier.rs/docs/user_guides/javascript/advanced_collision_detection_js#the-contact-graph
1321
- const pt = manifold.solverContactPoint(i);
1322
- const impulse = manifold.contactImpulse(i);
1323
- if (pt) {
1324
- const dist = manifold.contactDist(i);
1325
- const friction = manifold.solverContactFriction(i);
1326
- const tangentVelocity = manifold.solverContactTangentVelocity(i);
1327
- const contact = new ContactPoint(pt, dist, normal, impulse, friction, tangentVelocity);
1328
- contacts.push(contact);
1329
- if (debugCollisions) {
1330
- Gizmos.DrawDirection(pt, normal, 0xff0000, 3, true);
1331
- }
1332
- }
1333
- }
1334
- collision = new Collision(object, other, contacts);
1335
- }
1336
- // we only need to keep track if any event exists
1337
- if (hasDeclaredEventMethod) {
1338
- const info = { collider: self, component: c, collision };
1339
- this.activeCollisions.push(info);
1340
- if (c.onCollisionStay) {
1341
- this.activeCollisionsStay.push(info);
1342
- }
1343
- c.onCollisionEnter?.call(c, collision);
1344
- }
1345
- }
1346
- });
1347
- });
1348
- }
1349
- }
1350
- onHandleCollisionStay() {
1351
- for (const active of this.activeCollisionsStay) {
1352
- const c = active.component;
1353
- if (c.destroyed)
1354
- continue;
1355
- if (c.activeAndEnabled && c.onCollisionStay) {
1356
- if (active.collision.collider.destroyed)
1357
- continue;
1358
- const arg = active.collision;
1359
- c.onCollisionStay(arg);
1360
- }
1361
- }
1362
- for (const active of this.activeTriggers) {
1363
- const c = active.component;
1364
- if (c.destroyed)
1365
- continue;
1366
- if (c.activeAndEnabled && c.onTriggerStay) {
1367
- const arg = active.otherCollider;
1368
- if (arg.destroyed)
1369
- continue;
1370
- c.onTriggerStay(arg);
1371
- }
1372
- }
1373
- }
1374
- onCollisionEnded(self, other) {
1375
- if (self.destroyed || other.destroyed)
1376
- return;
1377
- for (let i = 0; i < this.activeCollisions.length; i++) {
1378
- const active = this.activeCollisions[i];
1379
- const collider = active.collider;
1380
- if (collider.destroyed || active.collision.collider.destroyed) {
1381
- this.activeCollisions.splice(i, 1);
1382
- i--;
1383
- continue;
1384
- }
1385
- if (collider === self && active.collision.collider === other) {
1386
- const c = active.component;
1387
- this.activeCollisions.splice(i, 1);
1388
- i--;
1389
- if (c.activeAndEnabled && c.onCollisionExit) {
1390
- const collision = active.collision;
1391
- c.onCollisionExit(collision);
1392
- }
1393
- }
1394
- }
1395
- for (let i = 0; i < this.activeCollisionsStay.length; i++) {
1396
- const active = this.activeCollisionsStay[i];
1397
- const collider = active.collider;
1398
- if (collider.destroyed || active.collision.collider.destroyed) {
1399
- this.activeCollisionsStay.splice(i, 1);
1400
- i--;
1401
- continue;
1402
- }
1403
- if (collider === self && active.collision.collider === other) {
1404
- const c = active.component;
1405
- this.activeCollisionsStay.splice(i, 1);
1406
- i--;
1407
- if (c.activeAndEnabled && c.onCollisionExit) {
1408
- const collision = active.collision;
1409
- c.onCollisionExit(collision);
1410
- }
1411
- }
1412
- }
1413
- for (let i = 0; i < this.activeTriggers.length; i++) {
1414
- const active = this.activeTriggers[i];
1415
- const collider = active.collider;
1416
- if (collider.destroyed || active.otherCollider.destroyed) {
1417
- this.activeTriggers.splice(i, 1);
1418
- i--;
1419
- continue;
1420
- }
1421
- if (collider === self && active.otherCollider === other) {
1422
- const c = active.component;
1423
- this.activeTriggers.splice(i, 1);
1424
- i--;
1425
- if (c.activeAndEnabled && c.onTriggerExit) {
1426
- const collision = active.otherCollider;
1427
- c.onTriggerExit(collision);
1428
- }
1429
- }
1430
- }
1431
- }
1432
- }
1
+ import { BufferAttribute, BufferGeometry, InterleavedBufferAttribute, LineBasicMaterial, LineSegments, Matrix4, Quaternion, Vector3 } from 'three';
2
+ import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
3
+ import { CollisionDetectionMode, PhysicsMaterialCombine } from '../engine/engine_physics.types.js';
4
+ import { MeshCollider } from '../engine-components/Collider.js';
5
+ import { isDevEnvironment } from './debug/debug.js';
6
+ import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
7
+ import { foreachComponent } from './engine_gameobject.js';
8
+ import { Gizmos } from './engine_gizmos.js';
9
+ import { Mathf } from './engine_math.js';
10
+ import { MODULES } from './engine_modules.js';
11
+ import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPositionXYZ, setWorldQuaternionXYZW } from "./engine_three_utils.js";
12
+ import { Collision, ContactPoint } from './engine_types.js';
13
+ import { SphereOverlapResult } from './engine_types.js';
14
+ import { CircularBuffer, getParam } from "./engine_utils.js";
15
+ const debugPhysics = getParam("debugphysics");
16
+ const debugColliderPlacement = getParam("debugcolliderplacement");
17
+ const debugCollisions = getParam("debugcollisions");
18
+ const showColliders = getParam("showcolliders");
19
+ const showPhysicsRaycasts = getParam("debugraycasts");
20
+ /** on physics body and references the needle component */
21
+ const $componentKey = Symbol("needle component");
22
+ /** on needle component and references physics body */
23
+ const $bodyKey = Symbol("physics body");
24
+ const $colliderRigidbody = Symbol("rigidbody");
25
+ globalThis["NEEDLE_USE_RAPIER"] = globalThis["NEEDLE_USE_RAPIER"] !== undefined ? globalThis["NEEDLE_USE_RAPIER"] : true;
26
+ if (debugPhysics)
27
+ console.log("Use Rapier", NEEDLE_USE_RAPIER, globalThis["NEEDLE_USE_RAPIER"]);
28
+ if (NEEDLE_USE_RAPIER) {
29
+ ContextRegistry.registerCallback(ContextEvent.ContextCreationStart, evt => {
30
+ if (debugPhysics)
31
+ console.log("Register rapier physics backend");
32
+ evt.context.physics.engine = new RapierPhysics(evt.context);
33
+ // We do not initialize physics immediately to avoid loading the physics engine if it is not needed
34
+ });
35
+ }
36
+ export class RapierPhysics {
37
+ debugRenderColliders = false;
38
+ debugRenderRaycasts = false;
39
+ removeBody(obj) {
40
+ if (!obj)
41
+ return;
42
+ this.validate();
43
+ const body = obj[$bodyKey];
44
+ obj[$bodyKey] = null;
45
+ if (body && this.world) {
46
+ const index = this.objects.findIndex(o => o === obj);
47
+ if (index >= 0) {
48
+ const rapierBody = this.bodies[index];
49
+ // Remove references
50
+ this.bodies.splice(index, 1);
51
+ this.objects.splice(index, 1);
52
+ // Remove the collider from the physics world
53
+ if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
54
+ const rapierCollider = rapierBody;
55
+ this.world?.removeCollider(rapierCollider, true);
56
+ // also remove the rigidbody if it doesnt have colliders anymore
57
+ const rapierRigidbody = rapierCollider.parent();
58
+ if (rapierRigidbody && rapierRigidbody.numColliders() <= 0) {
59
+ const rigidbody = rapierRigidbody[$componentKey];
60
+ if (rigidbody) {
61
+ // If the collider was attached to a rigidbody and this rigidbody now has no colliders anymore we should ignore it - because the Rigidbody component will delete itself
62
+ }
63
+ else {
64
+ // But if there is no explicit rigidbody needle component then the colliders did create it implictly and thus we need to remove it here:
65
+ this.world?.removeRigidBody(rapierRigidbody);
66
+ }
67
+ }
68
+ }
69
+ // Remove the rigidbody from the physics world
70
+ else if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
71
+ if (rapierBody.numColliders() <= 0) {
72
+ this.world?.removeRigidBody(rapierBody);
73
+ }
74
+ else {
75
+ if (isDevEnvironment()) {
76
+ if (!rapierBody["did_log_removing"]) {
77
+ setTimeout(() => {
78
+ if (rapierBody.numColliders() > 0) {
79
+ rapierBody["did_log_removing"] = true;
80
+ console.warn("RapierPhysics: removing rigidbody with colliders from the physics world is not possible right now, please remove the colliders first");
81
+ }
82
+ }, 1);
83
+ }
84
+ }
85
+ }
86
+ }
87
+ }
88
+ }
89
+ }
90
+ updateBody(comp, translation, rotation) {
91
+ this.validate();
92
+ if (!this.enabled)
93
+ return;
94
+ if (comp.destroyed || !comp.gameObject)
95
+ return;
96
+ if (!translation && !rotation)
97
+ return;
98
+ if (comp.isCollider === true) {
99
+ // const collider = comp as ICollider;
100
+ console.warn("TODO: implement updating collider position");
101
+ }
102
+ else {
103
+ const rigidbody = comp;
104
+ const body = rigidbody[$bodyKey];
105
+ if (body) {
106
+ this.syncPhysicsBody(rigidbody.gameObject, body, translation, rotation);
107
+ }
108
+ }
109
+ }
110
+ updateProperties(obj) {
111
+ this.validate();
112
+ if (obj.isCollider) {
113
+ const col = obj;
114
+ const body = col[$bodyKey];
115
+ if (body) {
116
+ this.internalUpdateColliderProperties(col, body);
117
+ if (col.sharedMaterial)
118
+ this.updatePhysicsMaterial(col);
119
+ }
120
+ }
121
+ else {
122
+ const rb = obj;
123
+ const physicsBody = this.internal_getRigidbody(rb);
124
+ if (physicsBody) {
125
+ this.internalUpdateRigidbodyProperties(rb, physicsBody);
126
+ }
127
+ }
128
+ }
129
+ addForce(rigidbody, force, wakeup) {
130
+ this.validate();
131
+ const body = this.internal_getRigidbody(rigidbody);
132
+ if (body)
133
+ body.addForce(force, wakeup);
134
+ else
135
+ console.warn("Rigidbody doesn't exist: can not apply force (does your object with the Rigidbody have a collider?)");
136
+ }
137
+ addImpulse(rigidbody, force, wakeup) {
138
+ this.validate();
139
+ const body = this.internal_getRigidbody(rigidbody);
140
+ if (body)
141
+ body.applyImpulse(force, wakeup);
142
+ else
143
+ console.warn("Rigidbody doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
144
+ }
145
+ getLinearVelocity(comp) {
146
+ this.validate();
147
+ const body = this.internal_getRigidbody(comp);
148
+ if (body) {
149
+ const vel = body.linvel();
150
+ return vel;
151
+ }
152
+ // else console.warn("Rigidbody doesn't exist: can not get linear velocity (does your object with the Rigidbody have a collider?)");
153
+ return null;
154
+ }
155
+ getAngularVelocity(rb) {
156
+ this.validate();
157
+ const body = this.internal_getRigidbody(rb);
158
+ if (body) {
159
+ const vel = body.angvel();
160
+ return vel;
161
+ }
162
+ // else console.warn("Rigidbody doesn't exist: can not get angular velocity (does your object with the Rigidbody have a collider?)");
163
+ return null;
164
+ }
165
+ resetForces(rb, wakeup) {
166
+ this.validate();
167
+ const body = this.internal_getRigidbody(rb);
168
+ body?.resetForces(wakeup);
169
+ }
170
+ resetTorques(rb, wakeup) {
171
+ this.validate();
172
+ const body = this.internal_getRigidbody(rb);
173
+ body?.resetTorques(wakeup);
174
+ }
175
+ applyImpulse(rb, vec, wakeup) {
176
+ this.validate();
177
+ const body = this.internal_getRigidbody(rb);
178
+ if (body)
179
+ body.applyImpulse(vec, wakeup);
180
+ else
181
+ console.warn("Rigidbody doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
182
+ }
183
+ wakeup(rb) {
184
+ this.validate();
185
+ const body = this.internal_getRigidbody(rb);
186
+ if (body)
187
+ body.wakeUp();
188
+ else
189
+ console.warn("Rigidbody doesn't exist: can not wake up (does your object with the Rigidbody have a collider?)");
190
+ }
191
+ isSleeping(rb) {
192
+ this.validate();
193
+ const body = this.internal_getRigidbody(rb);
194
+ return body?.isSleeping();
195
+ }
196
+ setAngularVelocity(rb, vec, wakeup) {
197
+ this.validate();
198
+ const body = this.internal_getRigidbody(rb);
199
+ if (body)
200
+ body.setAngvel(vec, wakeup);
201
+ else
202
+ console.warn("Rigidbody doesn't exist: can not set angular velocity (does your object with the Rigidbody have a collider?)");
203
+ }
204
+ setLinearVelocity(rb, vec, wakeup) {
205
+ this.validate();
206
+ const body = this.internal_getRigidbody(rb);
207
+ if (body)
208
+ body.setLinvel(vec, wakeup);
209
+ else
210
+ console.warn("Rigidbody doesn't exist: can not set linear velocity (does your object with the Rigidbody have a collider?)");
211
+ }
212
+ context;
213
+ _initializePromise;
214
+ _isInitialized = false;
215
+ constructor(ctx) {
216
+ this.context = ctx;
217
+ }
218
+ get isInitialized() { return this._isInitialized; }
219
+ async initialize() {
220
+ if (!this._initializePromise)
221
+ this._initializePromise = this.internalInitialization();
222
+ return this._initializePromise;
223
+ }
224
+ async internalInitialization() {
225
+ if (getParam("__nophysics")) {
226
+ console.warn("Physics are disabled");
227
+ return false;
228
+ }
229
+ if (debugPhysics)
230
+ console.log("Initialize rapier physics engine");
231
+ // NEEDLE_PHYSICS_INIT_START
232
+ // use .env file with VITE_NEEDLE_USE_RAPIER=false to treeshake rapier
233
+ // @ts-ignore
234
+ if ("env" in import.meta && import.meta.env.VITE_NEEDLE_USE_RAPIER === "false") {
235
+ if (debugPhysics)
236
+ console.log("Rapier disabled");
237
+ return false;
238
+ }
239
+ // Can be transformed during build time to disable rapier
240
+ if (!NEEDLE_USE_RAPIER)
241
+ return false;
242
+ if (this._hasCreatedWorld) {
243
+ console.error("Invalid call to create physics world: world is already created");
244
+ return true;
245
+ }
246
+ this._hasCreatedWorld = true;
247
+ if (MODULES.RAPIER_PHYSICS.MAYBEMODULE == undefined) {
248
+ if (debugPhysics)
249
+ console.trace("Loading rapier physics engine");
250
+ const module = await MODULES.RAPIER_PHYSICS.load();
251
+ await module.init();
252
+ }
253
+ if (debugPhysics)
254
+ console.log("Physics engine initialized, creating world...");
255
+ this._world = new MODULES.RAPIER_PHYSICS.MODULE.World(this._gravity);
256
+ this.rapierRay = new MODULES.RAPIER_PHYSICS.MODULE.Ray({ x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 1 });
257
+ this.enabled = true;
258
+ this._isInitialized = true;
259
+ if (debugPhysics)
260
+ console.log("Physics world created");
261
+ return true;
262
+ // NEEDLE_PHYSICS_INIT_END
263
+ }
264
+ /** Check is the physics engine has been initialized and the call can be made */
265
+ validate() {
266
+ if (!this._isInitialized) {
267
+ if (debugPhysics) {
268
+ this["_lastWarnTime"] = this["_lastWarnTime"] ?? 0;
269
+ if (Date.now() - this["_lastWarnTime"] > 1000) {
270
+ this["_lastWarnTime"] = Date.now();
271
+ console.warn("Physics engine is not initialized");
272
+ }
273
+ }
274
+ }
275
+ }
276
+ rapierRay;
277
+ raycastVectorsBuffer = new CircularBuffer(() => new Vector3(), 10);
278
+ raycast(origin, direction, options) {
279
+ if (!this._isInitialized) {
280
+ console.log("Physics engine is not initialized");
281
+ return null;
282
+ }
283
+ let maxDistance = options?.maxDistance;
284
+ let solid = options?.solid;
285
+ if (maxDistance === undefined)
286
+ maxDistance = Infinity;
287
+ if (solid === undefined)
288
+ solid = true;
289
+ const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
290
+ if (!ray)
291
+ return null;
292
+ if (this.debugRenderRaycasts || showPhysicsRaycasts)
293
+ Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
294
+ const hit = this.world?.castRay(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
295
+ const component = c[$componentKey];
296
+ if (options?.filterPredicate)
297
+ return options.filterPredicate(component);
298
+ if (options?.useIgnoreRaycastLayer !== false) {
299
+ // ignore objects in the IgnoreRaycast=2 layer
300
+ return !component?.gameObject.layers.isEnabled(2);
301
+ }
302
+ return true;
303
+ });
304
+ if (hit) {
305
+ const point = ray.pointAt(hit.timeOfImpact);
306
+ const vec = this.raycastVectorsBuffer.get();
307
+ vec.set(point.x, point.y, point.z);
308
+ return { point: vec, collider: hit.collider[$componentKey] };
309
+ }
310
+ return null;
311
+ }
312
+ raycastAndGetNormal(origin, direction, options) {
313
+ if (!this._isInitialized) {
314
+ return null;
315
+ }
316
+ let maxDistance = options?.maxDistance;
317
+ let solid = options?.solid;
318
+ if (maxDistance === undefined)
319
+ maxDistance = Infinity;
320
+ if (solid === undefined)
321
+ solid = true;
322
+ const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
323
+ if (!ray)
324
+ return null;
325
+ if (this.debugRenderRaycasts || showPhysicsRaycasts)
326
+ Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
327
+ const hit = this.world?.castRayAndGetNormal(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
328
+ const component = c[$componentKey];
329
+ if (options?.filterPredicate)
330
+ return options.filterPredicate(component);
331
+ if (options?.useIgnoreRaycastLayer !== false) {
332
+ // ignore objects in the IgnoreRaycast=2 layer
333
+ return !component?.gameObject.layers.isEnabled(2);
334
+ }
335
+ return true;
336
+ });
337
+ if (hit) {
338
+ const point = ray.pointAt(hit.timeOfImpact);
339
+ const normal = hit.normal;
340
+ const vec = this.raycastVectorsBuffer.get();
341
+ const nor = this.raycastVectorsBuffer.get();
342
+ vec.set(point.x, point.y, point.z);
343
+ nor.set(normal.x, normal.y, normal.z);
344
+ return { point: vec, normal: nor, collider: hit.collider[$componentKey] };
345
+ }
346
+ return null;
347
+ }
348
+ getPhysicsRay(ray, origin, direction) {
349
+ const cam = this.context?.mainCamera;
350
+ if (origin === undefined) {
351
+ const pos = this.context?.input.getPointerPosition(0);
352
+ if (pos)
353
+ origin = pos;
354
+ else
355
+ return null;
356
+ }
357
+ // if we get origin in 2d space we need to project it to 3d space
358
+ if (origin["z"] === undefined) {
359
+ if (!cam) {
360
+ console.error("Can not perform raycast from 2d point - no main camera found");
361
+ return null;
362
+ }
363
+ const vec3 = this.raycastVectorsBuffer.get();
364
+ vec3.x = origin.x;
365
+ vec3.y = origin.y;
366
+ vec3.z = 0;
367
+ // if the origin is in screen space we need to convert it to raycaster space
368
+ if (vec3.x > 1 || vec3.y > 1 || vec3.y < -1 || vec3.x < -1) {
369
+ if (debugPhysics)
370
+ console.warn("Converting screenspace to raycast space", vec3);
371
+ this.context?.input.convertScreenspaceToRaycastSpace(vec3);
372
+ }
373
+ vec3.unproject(cam);
374
+ origin = vec3;
375
+ }
376
+ const o = origin;
377
+ ray.origin.x = o.x;
378
+ ray.origin.y = o.y;
379
+ ray.origin.z = o.z;
380
+ const vec = this.raycastVectorsBuffer.get();
381
+ if (direction)
382
+ vec.set(direction.x, direction.y, direction.z);
383
+ else {
384
+ if (!cam) {
385
+ console.error("Can not perform raycast - no camera found");
386
+ return null;
387
+ }
388
+ vec.set(ray.origin.x, ray.origin.y, ray.origin.z);
389
+ const camPosition = getWorldPosition(cam);
390
+ vec.sub(camPosition);
391
+ }
392
+ // we need to normalize the ray because our input is a max travel length and the direction may be not normalized
393
+ vec.normalize();
394
+ ray.dir.x = vec.x;
395
+ ray.dir.y = vec.y;
396
+ ray.dir.z = vec.z;
397
+ // Gizmos.DrawRay(ray.origin, ray.dir, 0xff0000, Infinity);
398
+ return ray;
399
+ }
400
+ rapierSphere = null;
401
+ rapierColliderArray = [];
402
+ rapierIdentityRotation = { x: 0, y: 0, z: 0, w: 1 };
403
+ rapierForwardVector = { x: 0, y: 0, z: 1 };
404
+ /** Precice sphere overlap detection using rapier against colliders
405
+ * @param point center of the sphere in worldspace
406
+ * @param radius radius of the sphere
407
+ * @returns array of colliders that overlap with the sphere. Note: they currently only contain the collider and the gameobject
408
+ */
409
+ sphereOverlap(point, radius) {
410
+ this.rapierColliderArray.length = 0;
411
+ if (!this._isInitialized) {
412
+ return this.rapierColliderArray;
413
+ }
414
+ if (!this.world)
415
+ return this.rapierColliderArray;
416
+ this.rapierSphere ??= new MODULES.RAPIER_PHYSICS.MODULE.Ball(radius);
417
+ this.rapierSphere.radius = radius;
418
+ if (this.debugRenderRaycasts || showPhysicsRaycasts)
419
+ Gizmos.DrawWireSphere(point, radius, 0x3344ff, 1);
420
+ this.world.intersectionsWithShape(point, this.rapierIdentityRotation, this.rapierSphere, col => {
421
+ const collider = col[$componentKey];
422
+ // if (collider.gameObject.layers.isEnabled(2)) return true;
423
+ const intersection = new SphereOverlapResult(collider.gameObject, collider);
424
+ this.rapierColliderArray.push(intersection);
425
+ return true; // Return `false` instead if we want to stop searching for other colliders that contain this point.
426
+ },
427
+ // TODO: it seems as QueryFilterFlags.EXCLUDE_SENSORS also excludes DYNAMIC Rigidbodies (only if they're set to kinematic)
428
+ undefined, // QueryFilterFlags.EXCLUDE_SENSORS,
429
+ undefined, undefined, undefined, col => {
430
+ // we don't want to raycast against triggers (see comment about Exclude Sensors above)
431
+ if (col.isSensor())
432
+ return false;
433
+ const collider = col[$componentKey];
434
+ return collider.gameObject.layers.isEnabled(2) == false;
435
+ });
436
+ return this.rapierColliderArray;
437
+ // TODO: this only returns one hit
438
+ // let filterGroups = 0xffffffff;
439
+ // filterGroups &= ~(1 << 2);
440
+ // const hit: ShapeColliderTOI | null = this.world.castShape(point,
441
+ // this.rapierIdentityRotation,
442
+ // this.rapierForwardVector,
443
+ // this.rapierSphere,
444
+ // 0,
445
+ // QueryFilterFlags.EXCLUDE_SENSORS,
446
+ // // filterGroups,
447
+ // );
448
+ // // console.log(hit);
449
+ // if (hit) {
450
+ // const collider = hit.collider[$componentKey] as ICollider
451
+ // const intersection = new SphereOverlapResult(collider.gameObject);
452
+ // this.rapierColliderArray.push(intersection);
453
+ // // const localpt = hit.witness2;
454
+ // // // const normal = hit.normal2;
455
+ // // const hitPoint = new Vector3(localpt.x, localpt.y, localpt.z);
456
+ // // // collider.gameObject.localToWorld(hitPoint);
457
+ // // // const normalPt = new Vector3(normal.x, normal.y, normal.z);
458
+ // // // const mat = new Matrix4().setPosition(point).scale(new Vector3(radius, radius, radius));
459
+ // // // hitPoint.applyMatrix4(mat);
460
+ // // console.log(hit.witness2)
461
+ // // // hitPoint.add(point);
462
+ // // const dist = hitPoint.distanceTo(point);
463
+ // }
464
+ // return this.rapierColliderArray;
465
+ }
466
+ // physics simulation
467
+ enabled = false;
468
+ /** Get access to the rapier world */
469
+ get world() { return this._world; }
470
+ ;
471
+ _tempPosition = new Vector3();
472
+ _tempQuaternion = new Quaternion();
473
+ _tempScale = new Vector3();
474
+ _tempMatrix = new Matrix4();
475
+ static _didLoadPhysicsEngine = false;
476
+ _isUpdatingPhysicsWorld = false;
477
+ get isUpdating() { return this._isUpdatingPhysicsWorld; }
478
+ _world;
479
+ _hasCreatedWorld = false;
480
+ eventQueue;
481
+ collisionHandler;
482
+ objects = [];
483
+ bodies = [];
484
+ _meshCache = new Map();
485
+ _gravity = { x: 0.0, y: -9.81, z: 0.0 };
486
+ get gravity() {
487
+ return this.world?.gravity ?? this._gravity;
488
+ }
489
+ set gravity(value) {
490
+ if (this.world) {
491
+ this.world.gravity = value;
492
+ }
493
+ else {
494
+ this._gravity = value;
495
+ }
496
+ }
497
+ clearCaches() {
498
+ this._meshCache.clear();
499
+ if (this.eventQueue?.raw)
500
+ this.eventQueue?.free();
501
+ if (this.world?.bodies)
502
+ this.world?.free();
503
+ }
504
+ async addBoxCollider(collider, size) {
505
+ if (!this._isInitialized)
506
+ await this.initialize();
507
+ if (!collider.activeAndEnabled)
508
+ return;
509
+ if (!this.enabled) {
510
+ if (debugPhysics)
511
+ console.warn("Physics are disabled");
512
+ return;
513
+ }
514
+ const obj = collider.gameObject;
515
+ const scale = getWorldScale(obj, this._tempPosition).multiply(size);
516
+ scale.multiplyScalar(0.5);
517
+ // prevent negative scale
518
+ if (scale.x < 0)
519
+ scale.x = Math.abs(scale.x);
520
+ if (scale.y < 0)
521
+ scale.y = Math.abs(scale.y);
522
+ if (scale.z < 0)
523
+ scale.z = Math.abs(scale.z);
524
+ // prevent zero scale - seems normals are flipped otherwise
525
+ if (scale.x == 0)
526
+ scale.x = 0.0000001;
527
+ if (scale.y == 0)
528
+ scale.y = 0.0000001;
529
+ if (scale.z == 0)
530
+ scale.z = 0.0000001;
531
+ const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.cuboid(scale.x, scale.y, scale.z);
532
+ // const objectLayerMask = collider.gameObject.layers.mask;
533
+ // const mask = objectLayerMask & ~2;
534
+ // TODO: https://rapier.rs/docs/user_guides/javascript/colliders/#collision-groups-and-solver-groups
535
+ // desc.setCollisionGroups(objectLayerMask);
536
+ this.createCollider(collider, desc);
537
+ }
538
+ async addSphereCollider(collider) {
539
+ if (!this._isInitialized)
540
+ await this.initialize();
541
+ if (!collider.activeAndEnabled)
542
+ return;
543
+ if (!this.enabled) {
544
+ if (debugPhysics)
545
+ console.warn("Physics are disabled");
546
+ return;
547
+ }
548
+ const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.ball(.5);
549
+ this.createCollider(collider, desc);
550
+ this.updateProperties(collider);
551
+ }
552
+ async addCapsuleCollider(collider, height, radius) {
553
+ if (!this._isInitialized)
554
+ await this.initialize();
555
+ if (!collider.activeAndEnabled)
556
+ return;
557
+ if (!this.enabled) {
558
+ if (debugPhysics)
559
+ console.warn("Physics are disabled");
560
+ return;
561
+ }
562
+ const obj = collider.gameObject;
563
+ const scale = getWorldScale(obj, this._tempPosition);
564
+ // Prevent negative scales
565
+ scale.x = Math.abs(scale.x);
566
+ scale.y = Math.abs(scale.y);
567
+ const finalRadius = radius * scale.x;
568
+ // half height = distance between capsule origin and top sphere origin (not the top end of the capsule)
569
+ height = Math.max(height, finalRadius * 2);
570
+ const hh = Mathf.clamp((height * .5 * scale.y) - (radius * scale.x), 0, Number.MAX_SAFE_INTEGER);
571
+ const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.capsule(hh, finalRadius);
572
+ this.createCollider(collider, desc);
573
+ }
574
+ async addMeshCollider(collider, mesh, convex, extraScale) {
575
+ // capture the geometry before waiting for phyiscs engine
576
+ let geo = mesh.geometry;
577
+ if (!geo) {
578
+ if (debugPhysics)
579
+ console.warn("Missing mesh geometry", mesh.name);
580
+ return;
581
+ }
582
+ // check if mesh is indexed, if not generate indices
583
+ if (!geo.index?.array?.length) {
584
+ console.warn(`Your MeshCollider is missing vertices or indices in the assined mesh \"${mesh.name}\". Consider providing an indexed geometry.`);
585
+ geo = BufferGeometryUtils.mergeVertices(geo);
586
+ }
587
+ let positions = null;
588
+ const positionAttribute = geo.getAttribute("position");
589
+ if (positionAttribute instanceof InterleavedBufferAttribute) {
590
+ const count = positionAttribute.count;
591
+ positions = new Float32Array(count * 3);
592
+ for (let i = 0; i < count; i++) {
593
+ const x = positionAttribute.getX(i);
594
+ const y = positionAttribute.getY(i);
595
+ const z = positionAttribute.getZ(i);
596
+ positions[i * 3] = x;
597
+ positions[i * 3 + 1] = y;
598
+ positions[i * 3 + 2] = z;
599
+ }
600
+ }
601
+ else {
602
+ positions = positionAttribute.array;
603
+ }
604
+ await this.initialize();
605
+ if (!this.enabled) {
606
+ if (debugPhysics)
607
+ console.warn("Physics are disabled");
608
+ return;
609
+ }
610
+ if (!collider.activeAndEnabled)
611
+ return;
612
+ // let positions = geo.getAttribute("position").array as Float32Array;
613
+ const indices = geo.index?.array;
614
+ const scale = collider.gameObject.worldScale.clone();
615
+ if (extraScale)
616
+ scale.multiply(extraScale);
617
+ // scaling seems not supported yet https://github.com/dimforge/rapier/issues/243
618
+ if (Math.abs(scale.x - 1) > 0.0001 || Math.abs(scale.y - 1) > 0.0001 || Math.abs(scale.z - 1) > 0.0001) {
619
+ const key = `${geo.uuid}_${scale.x}_${scale.y}_${scale.z}_${convex}`;
620
+ if (this._meshCache.has(key)) {
621
+ if (debugPhysics)
622
+ console.warn("Use cached mesh collider");
623
+ positions = this._meshCache.get(key);
624
+ }
625
+ else {
626
+ if (debugPhysics || isDevEnvironment())
627
+ console.debug(`[Performance] Your MeshCollider \"${collider.name}\" is scaled: consider applying the scale to the collider mesh instead (${scale.x}, ${scale.y}, ${scale.z})`);
628
+ const scaledPositions = new Float32Array(positions.length);
629
+ for (let i = 0; i < positions.length; i += 3) {
630
+ scaledPositions[i] = positions[i] * scale.x;
631
+ scaledPositions[i + 1] = positions[i + 1] * scale.y;
632
+ scaledPositions[i + 2] = positions[i + 2] * scale.z;
633
+ }
634
+ positions = scaledPositions;
635
+ this._meshCache.set(key, scaledPositions);
636
+ }
637
+ }
638
+ const desc = convex
639
+ ? MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.convexHull(positions)
640
+ : MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.trimesh(positions, indices);
641
+ if (desc) {
642
+ this.createCollider(collider, desc);
643
+ // col.setMassProperties(1, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0, w: 1 });
644
+ // rb?.setTranslation({ x: 0, y: 2, z: 0 });
645
+ // col.setTranslationWrtParent(new Vector3(0,2,0));
646
+ }
647
+ }
648
+ updatePhysicsMaterial(col) {
649
+ if (!col)
650
+ return;
651
+ const physicsMaterial = col.sharedMaterial;
652
+ const rapier_collider = col[$bodyKey];
653
+ if (!rapier_collider)
654
+ return;
655
+ if (physicsMaterial) {
656
+ if (physicsMaterial.bounciness !== undefined)
657
+ rapier_collider.setRestitution(physicsMaterial.bounciness);
658
+ if (physicsMaterial.bounceCombine !== undefined) {
659
+ switch (physicsMaterial.bounceCombine) {
660
+ case PhysicsMaterialCombine.Average:
661
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
662
+ break;
663
+ case PhysicsMaterialCombine.Maximum:
664
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
665
+ break;
666
+ case PhysicsMaterialCombine.Minimum:
667
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
668
+ break;
669
+ case PhysicsMaterialCombine.Multiply:
670
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
671
+ break;
672
+ }
673
+ }
674
+ if (physicsMaterial.dynamicFriction !== undefined)
675
+ rapier_collider.setFriction(physicsMaterial.dynamicFriction);
676
+ if (physicsMaterial.frictionCombine !== undefined) {
677
+ switch (physicsMaterial.frictionCombine) {
678
+ case PhysicsMaterialCombine.Average:
679
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
680
+ break;
681
+ case PhysicsMaterialCombine.Maximum:
682
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
683
+ break;
684
+ case PhysicsMaterialCombine.Minimum:
685
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
686
+ break;
687
+ case PhysicsMaterialCombine.Multiply:
688
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
689
+ break;
690
+ }
691
+ }
692
+ }
693
+ }
694
+ /** Get the rapier body for a Needle component */
695
+ getBody(obj) {
696
+ if (!obj)
697
+ return null;
698
+ const body = obj[$bodyKey];
699
+ return body;
700
+ }
701
+ /** Get the Needle Engine component for a rapier object */
702
+ getComponent(rapierObject) {
703
+ if (!rapierObject)
704
+ return null;
705
+ const component = rapierObject[$componentKey];
706
+ return component;
707
+ }
708
+ createCollider(collider, desc) {
709
+ if (!this.world)
710
+ throw new Error("Physics world not initialized");
711
+ const matrix = this._tempMatrix;
712
+ let rigidBody = undefined;
713
+ if (!collider.attachedRigidbody) {
714
+ if (debugPhysics)
715
+ console.log("Create collider without rigidbody", collider.name);
716
+ matrix.makeRotationFromQuaternion(getWorldQuaternion(collider.gameObject));
717
+ matrix.setPosition(getWorldPosition(collider.gameObject));
718
+ }
719
+ else {
720
+ rigidBody = this.getRigidbody(collider, this._tempMatrix);
721
+ }
722
+ matrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
723
+ this.tryApplyCenter(collider, this._tempPosition);
724
+ desc.setTranslation(this._tempPosition.x, this._tempPosition.y, this._tempPosition.z);
725
+ desc.setRotation(this._tempQuaternion);
726
+ desc.setSensor(collider.isTrigger);
727
+ // TODO: we might want to update this if the material changes
728
+ const physicsMaterial = collider.sharedMaterial;
729
+ if (physicsMaterial) {
730
+ if (physicsMaterial.bounciness !== undefined)
731
+ desc.setRestitution(physicsMaterial.bounciness);
732
+ if (physicsMaterial.bounceCombine !== undefined) {
733
+ switch (physicsMaterial.bounceCombine) {
734
+ case PhysicsMaterialCombine.Average:
735
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
736
+ break;
737
+ case PhysicsMaterialCombine.Maximum:
738
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
739
+ break;
740
+ case PhysicsMaterialCombine.Minimum:
741
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
742
+ break;
743
+ case PhysicsMaterialCombine.Multiply:
744
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
745
+ break;
746
+ }
747
+ }
748
+ if (physicsMaterial.dynamicFriction !== undefined)
749
+ desc.setFriction(physicsMaterial.dynamicFriction);
750
+ if (physicsMaterial.frictionCombine !== undefined) {
751
+ switch (physicsMaterial.frictionCombine) {
752
+ case PhysicsMaterialCombine.Average:
753
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
754
+ break;
755
+ case PhysicsMaterialCombine.Maximum:
756
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
757
+ break;
758
+ case PhysicsMaterialCombine.Minimum:
759
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
760
+ break;
761
+ case PhysicsMaterialCombine.Multiply:
762
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
763
+ break;
764
+ }
765
+ }
766
+ }
767
+ // if we want to use explicit mass properties, we need to set the collider density to 0
768
+ // otherwise rapier will compute the mass properties based on the collider shape and density
769
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
770
+ if (collider.attachedRigidbody?.autoMass === false) {
771
+ desc.setDensity(.000001);
772
+ desc.setMass(.000001);
773
+ }
774
+ try {
775
+ const col = this.world.createCollider(desc, rigidBody);
776
+ col[$componentKey] = collider;
777
+ collider[$bodyKey] = col;
778
+ col.setActiveEvents(MODULES.RAPIER_PHYSICS.MODULE.ActiveEvents.COLLISION_EVENTS);
779
+ // We want to receive collisitons between two triggers too
780
+ col.setActiveCollisionTypes(MODULES.RAPIER_PHYSICS.MODULE.ActiveCollisionTypes.ALL);
781
+ this.objects.push(collider);
782
+ this.bodies.push(col);
783
+ // set the collider layers
784
+ this.updateColliderCollisionGroups(collider);
785
+ return col;
786
+ }
787
+ catch (e) {
788
+ console.error("Error creating collider \"" + collider.name + "\"\nError:", e);
789
+ return null;
790
+ }
791
+ }
792
+ /**
793
+ * Updates the collision groups of a collider.
794
+ *
795
+ * @param collider - The collider to update.
796
+ */
797
+ updateColliderCollisionGroups(collider) {
798
+ const body = collider[$bodyKey];
799
+ const members = collider.membership;
800
+ let memberMask = 0;
801
+ if (members == undefined) {
802
+ memberMask = 0xffff;
803
+ }
804
+ else {
805
+ for (let i = 0; i < members.length; i++) {
806
+ const member = members[i];
807
+ if (member > 31)
808
+ console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
809
+ else
810
+ memberMask |= 1 << Math.floor(member);
811
+ }
812
+ }
813
+ const mask = collider.filter;
814
+ let filterMask = 0;
815
+ if (mask == undefined) {
816
+ filterMask = 0xffff;
817
+ }
818
+ else {
819
+ for (let i = 0; i < mask.length; i++) {
820
+ const member = mask[i];
821
+ if (member > 31)
822
+ console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
823
+ else
824
+ filterMask |= 1 << Math.floor(member);
825
+ }
826
+ }
827
+ body.setCollisionGroups((memberMask << 16) | filterMask);
828
+ }
829
+ getRigidbody(collider, _matrix) {
830
+ if (!this.world)
831
+ throw new Error("Physics world not initialized");
832
+ let rigidBody = null;
833
+ if (collider.attachedRigidbody) {
834
+ const rb = collider.attachedRigidbody;
835
+ rigidBody = rb[$bodyKey];
836
+ if (!rigidBody) {
837
+ const kinematic = rb.isKinematic && !debugColliderPlacement;
838
+ if (debugPhysics)
839
+ console.log("Create rigidbody", kinematic);
840
+ const rigidBodyDesc = (kinematic ? MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased() : MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.dynamic());
841
+ const pos = getWorldPosition(collider.attachedRigidbody.gameObject);
842
+ rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
843
+ rigidBodyDesc.setRotation(getWorldQuaternion(collider.attachedRigidbody.gameObject));
844
+ rigidBodyDesc.centerOfMass = new MODULES.RAPIER_PHYSICS.MODULE.Vector3(rb.centerOfMass.x, rb.centerOfMass.y, rb.centerOfMass.z);
845
+ rigidBody = this.world.createRigidBody(rigidBodyDesc);
846
+ this.bodies.push(rigidBody);
847
+ this.objects.push(rb);
848
+ }
849
+ rigidBody[$componentKey] = rb;
850
+ rb[$bodyKey] = rigidBody;
851
+ this.internalUpdateRigidbodyProperties(rb, rigidBody);
852
+ this.getRigidbodyRelativeMatrix(collider.gameObject, rb.gameObject, _matrix);
853
+ collider[$colliderRigidbody] = rigidBody;
854
+ }
855
+ else {
856
+ const rigidBodyDesc = MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased();
857
+ const pos = getWorldPosition(collider.gameObject);
858
+ rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
859
+ rigidBodyDesc.setRotation(getWorldQuaternion(collider.gameObject));
860
+ rigidBody = this.world.createRigidBody(rigidBodyDesc);
861
+ _matrix.identity();
862
+ rigidBody[$componentKey] = null;
863
+ }
864
+ return rigidBody;
865
+ }
866
+ internal_getRigidbody(rb) {
867
+ if (rb.isCollider === true)
868
+ return rb[$colliderRigidbody];
869
+ return rb[$bodyKey];
870
+ }
871
+ internalUpdateColliderProperties(col, collider) {
872
+ const shape = collider.shape;
873
+ let sizeHasChanged = false;
874
+ switch (shape.type) {
875
+ // Sphere Collider
876
+ case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Ball:
877
+ {
878
+ const ball = shape;
879
+ const sc = col;
880
+ const obj = col.gameObject;
881
+ const scale = getWorldScale(obj, this._tempPosition);
882
+ const radius = Math.abs(sc.radius * scale.x);
883
+ sizeHasChanged = ball.radius !== radius;
884
+ ball.radius = radius;
885
+ if (sizeHasChanged) {
886
+ collider.setShape(ball);
887
+ }
888
+ break;
889
+ }
890
+ case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Cuboid:
891
+ const cuboid = shape;
892
+ const sc = col;
893
+ const obj = col.gameObject;
894
+ const scale = getWorldScale(obj, this._tempPosition);
895
+ const newX = sc.size.x * 0.5 * scale.x;
896
+ const newY = sc.size.y * 0.5 * scale.y;
897
+ const newZ = sc.size.z * 0.5 * scale.z;
898
+ sizeHasChanged = cuboid.halfExtents.x !== newX || cuboid.halfExtents.y !== newY || cuboid.halfExtents.z !== newZ;
899
+ cuboid.halfExtents.x = newX;
900
+ cuboid.halfExtents.y = newY;
901
+ cuboid.halfExtents.z = newZ;
902
+ if (sizeHasChanged) {
903
+ collider.setShape(cuboid);
904
+ }
905
+ break;
906
+ }
907
+ if (sizeHasChanged) {
908
+ const rb = col.attachedRigidbody;
909
+ if (rb?.autoMass) {
910
+ const ph = this.getBody(rb);
911
+ ph?.recomputeMassPropertiesFromColliders();
912
+ }
913
+ }
914
+ this.updateColliderCollisionGroups(col);
915
+ if (col.isTrigger !== collider.isSensor())
916
+ collider.setSensor(col.isTrigger);
917
+ }
918
+ internalUpdateRigidbodyProperties(rb, rigidbody) {
919
+ // continuous collision detection
920
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection
921
+ rigidbody.enableCcd(rb.collisionDetectionMode !== CollisionDetectionMode.Discrete);
922
+ rigidbody.setLinearDamping(rb.drag);
923
+ rigidbody.setAngularDamping(rb.angularDrag);
924
+ rigidbody.setGravityScale(rb.useGravity ? rb.gravityScale : 0, true);
925
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
926
+ if (rb.dominanceGroup <= 127 && rb.dominanceGroup >= -127)
927
+ rigidbody.setDominanceGroup(Math.floor(rb.dominanceGroup));
928
+ else
929
+ rigidbody.setDominanceGroup(0);
930
+ if (rb.autoMass) {
931
+ rigidbody.setAdditionalMass(0, false);
932
+ for (let i = 0; i < rigidbody.numColliders(); i++) {
933
+ const col = rigidbody.collider(i);
934
+ col.setDensity(1);
935
+ }
936
+ rigidbody.recomputeMassPropertiesFromColliders();
937
+ }
938
+ else {
939
+ rigidbody.setAdditionalMass(rb.mass, false);
940
+ for (let i = 0; i < rigidbody.numColliders(); i++) {
941
+ const col = rigidbody.collider(i);
942
+ col.setDensity(0.0000001);
943
+ }
944
+ rigidbody.recomputeMassPropertiesFromColliders();
945
+ }
946
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
947
+ // rigidbody.setAdditionalMass(rb.mass, true);
948
+ // for (let i = 0; i < rigidbody.numColliders(); i++) {
949
+ // const collider = rigidbody.collider(i);
950
+ // if (collider) {
951
+ // collider.setMass(rb.mass);
952
+ // // const density = rb.mass / collider.shape.computeMassProperties().mass;
953
+ // }
954
+ // }
955
+ // lock rotations
956
+ rigidbody.setEnabledRotations(!rb.lockRotationX, !rb.lockRotationY, !rb.lockRotationZ, false);
957
+ rigidbody.setEnabledTranslations(!rb.lockPositionX, !rb.lockPositionY, !rb.lockPositionZ, false);
958
+ if (rb.isKinematic) {
959
+ rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased, false);
960
+ }
961
+ else {
962
+ rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Dynamic, false);
963
+ }
964
+ }
965
+ // private _lastStepTime: number | undefined = 0;
966
+ lines;
967
+ step(dt) {
968
+ if (!this.world)
969
+ return;
970
+ if (!this.enabled)
971
+ return;
972
+ this._isUpdatingPhysicsWorld = true;
973
+ if (!this.eventQueue) {
974
+ this.eventQueue = new MODULES.RAPIER_PHYSICS.MODULE.EventQueue(false);
975
+ }
976
+ if (dt === undefined || dt <= 0) {
977
+ this._isUpdatingPhysicsWorld = false;
978
+ return;
979
+ }
980
+ else if (dt !== undefined) {
981
+ // if we make to sudden changes to the timestep the physics can get unstable
982
+ // https://rapier.rs/docs/user_guides/javascript/integration_parameters/#dt
983
+ this.world.timestep = Mathf.lerp(this.world.timestep, dt, 0.8);
984
+ }
985
+ try {
986
+ this.world.step(this.eventQueue);
987
+ }
988
+ catch (e) {
989
+ console.warn("Error running physics step", e);
990
+ }
991
+ this._isUpdatingPhysicsWorld = false;
992
+ }
993
+ postStep() {
994
+ if (!this.world)
995
+ return;
996
+ if (!this.enabled)
997
+ return;
998
+ this._isUpdatingPhysicsWorld = true;
999
+ this.syncObjects();
1000
+ this._isUpdatingPhysicsWorld = false;
1001
+ if (this.eventQueue && !this.collisionHandler) {
1002
+ this.collisionHandler = new PhysicsCollisionHandler(this.world, this.eventQueue);
1003
+ }
1004
+ if (this.collisionHandler) {
1005
+ this.collisionHandler.handleCollisionEvents();
1006
+ this.collisionHandler.update();
1007
+ }
1008
+ this.updateDebugRendering(this.world);
1009
+ }
1010
+ updateDebugRendering(world) {
1011
+ if (debugPhysics || debugColliderPlacement || showColliders || this.debugRenderColliders === true) {
1012
+ if (!this.lines) {
1013
+ const material = new LineBasicMaterial({
1014
+ color: 0x77dd77,
1015
+ fog: false,
1016
+ // vertexColors: VertexColors
1017
+ });
1018
+ const geometry = new BufferGeometry();
1019
+ this.lines = new LineSegments(geometry, material);
1020
+ this.lines.layers.disableAll();
1021
+ this.lines.layers.enable(2);
1022
+ }
1023
+ if (this.lines.parent !== this.context?.scene)
1024
+ this.context?.scene.add(this.lines);
1025
+ const buffers = world.debugRender();
1026
+ this.lines.geometry.setAttribute('position', new BufferAttribute(buffers.vertices, 3));
1027
+ this.lines.geometry.setAttribute('color', new BufferAttribute(buffers.colors, 4));
1028
+ // If a scene has no colliders at all at the start of the scene
1029
+ // the bounding sphere radius will be 0 and the lines will not be rendered
1030
+ // so we need to update the bounding sphere (perhaps it's enough to do this once...)
1031
+ if (this.context.time.frame % 30 === 0 || this.lines.geometry.boundingSphere?.radius === 0) {
1032
+ this.lines.geometry.computeBoundingSphere();
1033
+ }
1034
+ }
1035
+ else {
1036
+ if (this.lines) {
1037
+ this.context?.scene.remove(this.lines);
1038
+ }
1039
+ }
1040
+ }
1041
+ /** sync rendered objects with physics world (except for colliders without rigidbody) */
1042
+ syncObjects() {
1043
+ if (debugColliderPlacement)
1044
+ return;
1045
+ for (let i = 0; i < this.bodies.length; i++) {
1046
+ const obj = this.objects[i];
1047
+ const body = this.bodies[i];
1048
+ // if the collider is not attached to a rigidbody
1049
+ // it means that its kinematic so we need to update its position
1050
+ const col = obj;
1051
+ if (col?.isCollider === true && !col.attachedRigidbody) {
1052
+ const rigidbody = body.parent();
1053
+ if (rigidbody)
1054
+ this.syncPhysicsBody(obj.gameObject, rigidbody, true, true);
1055
+ else
1056
+ this.syncPhysicsBody(obj.gameObject, body, true, true);
1057
+ continue;
1058
+ }
1059
+ // sync
1060
+ const pos = body.translation();
1061
+ const rot = body.rotation();
1062
+ if (Number.isNaN(pos.x) || Number.isNaN(rot.x)) {
1063
+ if (!col["__COLLIDER_NAN"] && isDevEnvironment()) {
1064
+ console.warn("Collider has NaN values", col.name, col.gameObject, body);
1065
+ col["__COLLIDER_NAN"] = true;
1066
+ }
1067
+ continue;
1068
+ }
1069
+ // make sure to keep the collider offset
1070
+ const center = obj["center"];
1071
+ if (center && center.isVector3) {
1072
+ this._tempQuaternion.set(rot.x, rot.y, rot.z, rot.w);
1073
+ const offset = this._tempPosition.copy(center).applyQuaternion(this._tempQuaternion);
1074
+ const scale = getWorldScale(obj.gameObject);
1075
+ offset.multiply(scale);
1076
+ pos.x -= offset.x;
1077
+ pos.y -= offset.y;
1078
+ pos.z -= offset.z;
1079
+ }
1080
+ setWorldPositionXYZ(obj.gameObject, pos.x, pos.y, pos.z);
1081
+ setWorldQuaternionXYZW(obj.gameObject, rot.x, rot.y, rot.z, rot.w);
1082
+ }
1083
+ }
1084
+ syncPhysicsBody(obj, body, translation, rotation) {
1085
+ // const bodyType = body.bodyType();
1086
+ // const previous = physicsBody.translation();
1087
+ // const vel = physicsBody.linvel();
1088
+ if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
1089
+ const worldPosition = getWorldPosition(obj, this._tempPosition);
1090
+ const worldQuaternion = getWorldQuaternion(obj, this._tempQuaternion);
1091
+ const type = body.bodyType();
1092
+ switch (type) {
1093
+ case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Fixed:
1094
+ case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased:
1095
+ case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicVelocityBased:
1096
+ if (translation)
1097
+ body.setNextKinematicTranslation(worldPosition);
1098
+ if (rotation)
1099
+ body.setNextKinematicRotation(worldQuaternion);
1100
+ break;
1101
+ default:
1102
+ if (translation)
1103
+ body.setTranslation(worldPosition, false);
1104
+ if (rotation)
1105
+ body.setRotation(worldQuaternion, false);
1106
+ break;
1107
+ }
1108
+ }
1109
+ else if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
1110
+ if (obj.matrixWorldNeedsUpdate) {
1111
+ obj.updateWorldMatrix(true, false);
1112
+ }
1113
+ obj.matrixWorld.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1114
+ const wp = this._tempPosition;
1115
+ const wq = this._tempQuaternion;
1116
+ // const wp = getWorldPosition(obj, this._tempPosition);
1117
+ // const wq = getWorldQuaternion(obj, this._tempQuaternion);
1118
+ const collider = body[$componentKey];
1119
+ this.tryApplyCenter(collider, wp);
1120
+ // we need to check if translation or rotation have changed, otherwise the physics engine will wakeup rigidbody that are in contact with this collider
1121
+ if (translation) {
1122
+ const ct = body.translation();
1123
+ if (ct.x !== wp.x || ct.y !== wp.y || ct.z !== wp.z)
1124
+ body.setTranslation(wp);
1125
+ }
1126
+ if (rotation) {
1127
+ const cr = body.rotation();
1128
+ if (cr.x !== wq.x || cr.y !== wq.y || cr.z !== wq.z || cr.w !== wq.w)
1129
+ body.setRotation(wq);
1130
+ }
1131
+ }
1132
+ // physicsBody.setBodyType(RAPIER.RigidBodyType.Fixed);
1133
+ // physicsBody.setLinvel(vel, false);
1134
+ // update velocity
1135
+ // const pos = physicsBody.translation();
1136
+ // pos.x -= previous.x;
1137
+ // pos.y -= previous.y;
1138
+ // pos.z -= previous.z;
1139
+ // // threhold
1140
+ // const t = 1;
1141
+ // const canUpdateVelocity = Math.abs(pos.x) < t && Math.abs(pos.y) < t && Math.abs(pos.z) < t;
1142
+ // if (canUpdateVelocity) {
1143
+ // const damping = 1 + this.context.time.deltaTime;
1144
+ // vel.x *= damping;
1145
+ // vel.y *= damping;
1146
+ // vel.z *= damping;
1147
+ // vel.x += pos.x;
1148
+ // vel.y += pos.y;
1149
+ // vel.z += pos.z;
1150
+ // console.log(vel);
1151
+ // physicsBody.setLinvel(vel, true);
1152
+ // }
1153
+ // else if(debugPhysics) console.warn("Movement exceeded threshold, not updating velocity", pos);
1154
+ // body.setBodyType(bodyType);
1155
+ }
1156
+ _tempCenterPos = new Vector3();
1157
+ _tempCenterVec = new Vector3();
1158
+ _tempCenterQuaternion = new Quaternion();
1159
+ tryApplyCenter(collider, targetVector) {
1160
+ const center = collider.center;
1161
+ if (center && collider.gameObject) {
1162
+ if (center.x !== 0 || center.y !== 0 || center.z !== 0) {
1163
+ // TODO: fix export of center in editor integrations so we dont have to flip here
1164
+ this._tempCenterPos.x = center.x;
1165
+ this._tempCenterPos.y = center.y;
1166
+ this._tempCenterPos.z = center.z;
1167
+ getWorldScale(collider.gameObject, this._tempCenterVec);
1168
+ this._tempCenterPos.multiply(this._tempCenterVec);
1169
+ if (!collider.attachedRigidbody) {
1170
+ getWorldQuaternion(collider.gameObject, this._tempCenterQuaternion);
1171
+ this._tempCenterPos.applyQuaternion(this._tempCenterQuaternion);
1172
+ }
1173
+ else {
1174
+ this._tempCenterPos.applyQuaternion(collider.gameObject.quaternion);
1175
+ }
1176
+ targetVector.x += this._tempCenterPos.x;
1177
+ targetVector.y += this._tempCenterPos.y;
1178
+ targetVector.z += this._tempCenterPos.z;
1179
+ }
1180
+ }
1181
+ }
1182
+ static _matricesBuffer = [];
1183
+ getRigidbodyRelativeMatrix(comp, rigidbody, mat, matrices) {
1184
+ // collect all matrices to the rigidbody and then build the rigidbody relative matrix
1185
+ if (matrices === undefined) {
1186
+ matrices = RapierPhysics._matricesBuffer;
1187
+ matrices.length = 0;
1188
+ }
1189
+ if (comp === rigidbody) {
1190
+ const scale = getWorldScale(comp, this._tempPosition);
1191
+ mat.makeScale(scale.x, scale.y, scale.z);
1192
+ for (let i = matrices.length - 1; i >= 0; i--) {
1193
+ mat.multiply(matrices[i]);
1194
+ }
1195
+ return mat;
1196
+ }
1197
+ matrices.push(comp.matrix);
1198
+ if (comp.parent) {
1199
+ this.getRigidbodyRelativeMatrix(comp.parent, rigidbody, mat, matrices);
1200
+ }
1201
+ return mat;
1202
+ }
1203
+ static centerConnectionPos = { x: 0, y: 0, z: 0 };
1204
+ static centerConnectionRot = { x: 0, y: 0, z: 0, w: 1 };
1205
+ addFixedJoint(body1, body2) {
1206
+ if (!this.world) {
1207
+ console.error("Physics world not initialized");
1208
+ return;
1209
+ }
1210
+ const b1 = body1[$bodyKey];
1211
+ const b2 = body2[$bodyKey];
1212
+ this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1213
+ this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1214
+ const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.fixed(RapierPhysics.centerConnectionPos, RapierPhysics.centerConnectionRot, this._tempPosition, this._tempQuaternion);
1215
+ const joint = this.world.createImpulseJoint(params, b1, b2, true);
1216
+ if (debugPhysics)
1217
+ console.log("ADD FIXED JOINT", joint);
1218
+ }
1219
+ /** The joint prevents any relative movement between two rigid-bodies, except for relative rotations along one axis. This is typically used to simulate wheels, fans, etc. They are characterized by one local anchor as well as one local axis on each rigid-body. */
1220
+ addHingeJoint(body1, body2, anchor, axis) {
1221
+ if (!this.world) {
1222
+ console.error("Physics world not initialized");
1223
+ return;
1224
+ }
1225
+ const b1 = body1[$bodyKey];
1226
+ const b2 = body2[$bodyKey];
1227
+ this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1228
+ this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1229
+ const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.revolute(anchor, this._tempPosition, axis);
1230
+ const joint = this.world.createImpulseJoint(params, b1, b2, true);
1231
+ if (debugPhysics)
1232
+ console.log("ADD HINGE JOINT", joint);
1233
+ }
1234
+ calculateJointRelativeMatrices(body1, body2, mat) {
1235
+ body1.updateWorldMatrix(true, false);
1236
+ body2.updateWorldMatrix(true, false);
1237
+ const world1 = body1.matrixWorld;
1238
+ const world2 = body2.matrixWorld;
1239
+ // set scale to 1
1240
+ world1.elements[0] = 1;
1241
+ world1.elements[5] = 1;
1242
+ world1.elements[10] = 1;
1243
+ world2.elements[0] = 1;
1244
+ world2.elements[5] = 1;
1245
+ world2.elements[10] = 1;
1246
+ mat.copy(world2).premultiply(world1.invert()).invert();
1247
+ }
1248
+ }
1249
+ /** responsible of processing collision events for the component system */
1250
+ class PhysicsCollisionHandler {
1251
+ world;
1252
+ eventQueue;
1253
+ constructor(world, eventQueue) {
1254
+ this.world = world;
1255
+ this.eventQueue = eventQueue;
1256
+ }
1257
+ activeCollisions = [];
1258
+ activeCollisionsStay = [];
1259
+ activeTriggers = [];
1260
+ handleCollisionEvents() {
1261
+ if (!this.eventQueue)
1262
+ return;
1263
+ if (!this.world)
1264
+ return;
1265
+ this.eventQueue.drainCollisionEvents((handle1, handle2, started) => {
1266
+ const col1 = this.world.getCollider(handle1);
1267
+ const col2 = this.world.getCollider(handle2);
1268
+ if (!col1 || !col2)
1269
+ return;
1270
+ const colliderComponent1 = col1[$componentKey];
1271
+ const colliderComponent2 = col2[$componentKey];
1272
+ if (debugCollisions)
1273
+ console.log("EVT", colliderComponent1.name, colliderComponent2.name, started, col1, col2);
1274
+ if (colliderComponent1 && colliderComponent2) {
1275
+ if (started) {
1276
+ this.onCollisionStarted(colliderComponent1, col1, colliderComponent2, col2);
1277
+ this.onCollisionStarted(colliderComponent2, col2, colliderComponent1, col1);
1278
+ }
1279
+ else {
1280
+ this.onCollisionEnded(colliderComponent1, colliderComponent2);
1281
+ this.onCollisionEnded(colliderComponent2, colliderComponent1);
1282
+ }
1283
+ }
1284
+ });
1285
+ }
1286
+ update() {
1287
+ this.onHandleCollisionStay();
1288
+ }
1289
+ onCollisionStarted(self, selfBody, other, otherBody) {
1290
+ let collision = null;
1291
+ // if one is a trigger we dont get collisions but want to raise the trigger events
1292
+ if (self.isTrigger || other.isTrigger) {
1293
+ foreachComponent(self.gameObject, (c) => {
1294
+ if (c.onTriggerEnter && !c.destroyed) {
1295
+ c.onTriggerEnter(other);
1296
+ }
1297
+ this.activeTriggers.push({ collider: self, component: c, otherCollider: other });
1298
+ });
1299
+ }
1300
+ else {
1301
+ const object = self.gameObject;
1302
+ // TODO: we dont respect the flip value here!
1303
+ this.world.contactPair(selfBody, otherBody, (manifold, _flipped) => {
1304
+ foreachComponent(object, (c) => {
1305
+ if (c.destroyed)
1306
+ return;
1307
+ const hasDeclaredEventMethod = c.onCollisionEnter || c.onCollisionStay || c.onCollisionExit;
1308
+ if (hasDeclaredEventMethod || debugCollisions) {
1309
+ if (!collision) {
1310
+ const contacts = [];
1311
+ const normal = manifold.normal();
1312
+ // invert the normal for convex MeshColliders, NE-2680
1313
+ if (other instanceof MeshCollider && other.convex) {
1314
+ normal.x = -normal.x;
1315
+ normal.y = -normal.y;
1316
+ normal.z = -normal.z;
1317
+ }
1318
+ for (let i = 0; i < manifold.numSolverContacts(); i++) {
1319
+ // solver points are in world space
1320
+ // https://rapier.rs/docs/user_guides/javascript/advanced_collision_detection_js#the-contact-graph
1321
+ const pt = manifold.solverContactPoint(i);
1322
+ const impulse = manifold.contactImpulse(i);
1323
+ if (pt) {
1324
+ const dist = manifold.contactDist(i);
1325
+ const friction = manifold.solverContactFriction(i);
1326
+ const tangentVelocity = manifold.solverContactTangentVelocity(i);
1327
+ const contact = new ContactPoint(pt, dist, normal, impulse, friction, tangentVelocity);
1328
+ contacts.push(contact);
1329
+ if (debugCollisions) {
1330
+ Gizmos.DrawDirection(pt, normal, 0xff0000, 3, true);
1331
+ }
1332
+ }
1333
+ }
1334
+ collision = new Collision(object, other, contacts);
1335
+ }
1336
+ // we only need to keep track if any event exists
1337
+ if (hasDeclaredEventMethod) {
1338
+ const info = { collider: self, component: c, collision };
1339
+ this.activeCollisions.push(info);
1340
+ if (c.onCollisionStay) {
1341
+ this.activeCollisionsStay.push(info);
1342
+ }
1343
+ c.onCollisionEnter?.call(c, collision);
1344
+ }
1345
+ }
1346
+ });
1347
+ });
1348
+ }
1349
+ }
1350
+ onHandleCollisionStay() {
1351
+ for (const active of this.activeCollisionsStay) {
1352
+ const c = active.component;
1353
+ if (c.destroyed)
1354
+ continue;
1355
+ if (c.activeAndEnabled && c.onCollisionStay) {
1356
+ if (active.collision.collider.destroyed)
1357
+ continue;
1358
+ const arg = active.collision;
1359
+ c.onCollisionStay(arg);
1360
+ }
1361
+ }
1362
+ for (const active of this.activeTriggers) {
1363
+ const c = active.component;
1364
+ if (c.destroyed)
1365
+ continue;
1366
+ if (c.activeAndEnabled && c.onTriggerStay) {
1367
+ const arg = active.otherCollider;
1368
+ if (arg.destroyed)
1369
+ continue;
1370
+ c.onTriggerStay(arg);
1371
+ }
1372
+ }
1373
+ }
1374
+ onCollisionEnded(self, other) {
1375
+ if (self.destroyed || other.destroyed)
1376
+ return;
1377
+ for (let i = 0; i < this.activeCollisions.length; i++) {
1378
+ const active = this.activeCollisions[i];
1379
+ const collider = active.collider;
1380
+ if (collider.destroyed || active.collision.collider.destroyed) {
1381
+ this.activeCollisions.splice(i, 1);
1382
+ i--;
1383
+ continue;
1384
+ }
1385
+ if (collider === self && active.collision.collider === other) {
1386
+ const c = active.component;
1387
+ this.activeCollisions.splice(i, 1);
1388
+ i--;
1389
+ if (c.activeAndEnabled && c.onCollisionExit) {
1390
+ const collision = active.collision;
1391
+ c.onCollisionExit(collision);
1392
+ }
1393
+ }
1394
+ }
1395
+ for (let i = 0; i < this.activeCollisionsStay.length; i++) {
1396
+ const active = this.activeCollisionsStay[i];
1397
+ const collider = active.collider;
1398
+ if (collider.destroyed || active.collision.collider.destroyed) {
1399
+ this.activeCollisionsStay.splice(i, 1);
1400
+ i--;
1401
+ continue;
1402
+ }
1403
+ if (collider === self && active.collision.collider === other) {
1404
+ const c = active.component;
1405
+ this.activeCollisionsStay.splice(i, 1);
1406
+ i--;
1407
+ if (c.activeAndEnabled && c.onCollisionExit) {
1408
+ const collision = active.collision;
1409
+ c.onCollisionExit(collision);
1410
+ }
1411
+ }
1412
+ }
1413
+ for (let i = 0; i < this.activeTriggers.length; i++) {
1414
+ const active = this.activeTriggers[i];
1415
+ const collider = active.collider;
1416
+ if (collider.destroyed || active.otherCollider.destroyed) {
1417
+ this.activeTriggers.splice(i, 1);
1418
+ i--;
1419
+ continue;
1420
+ }
1421
+ if (collider === self && active.otherCollider === other) {
1422
+ const c = active.component;
1423
+ this.activeTriggers.splice(i, 1);
1424
+ i--;
1425
+ if (c.activeAndEnabled && c.onTriggerExit) {
1426
+ const collision = active.otherCollider;
1427
+ c.onTriggerExit(collision);
1428
+ }
1429
+ }
1430
+ }
1431
+ }
1432
+ }
1433
1433
  //# sourceMappingURL=engine_physics_rapier.js.map