@needle-tools/engine 4.4.0-beta → 4.4.0-beta.1

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 (1045) hide show
  1. package/CHANGELOG.md +3604 -3604
  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 +8 -8
  6. package/dist/needle-engine.bundle.light.js +8 -8
  7. package/dist/needle-engine.bundle.light.min.js +2 -2
  8. package/dist/needle-engine.bundle.light.umd.cjs +2 -2
  9. package/dist/needle-engine.bundle.min.js +2 -2
  10. package/dist/needle-engine.bundle.umd.cjs +2 -2
  11. package/dist/needle-engine.d.ts +130 -138
  12. package/dist/needle-engine.light.d.ts +130 -138
  13. package/dist/postprocessing.js +1673 -1527
  14. package/dist/postprocessing.light.js +1673 -1527
  15. package/dist/postprocessing.light.min.js +80 -66
  16. package/dist/postprocessing.light.umd.cjs +83 -69
  17. package/dist/postprocessing.min.js +80 -66
  18. package/dist/postprocessing.umd.cjs +83 -69
  19. package/dist/vendor.js +1 -1
  20. package/dist/vendor.light.js +1 -1
  21. package/lib/asap/needle-asap.d.ts +1 -1
  22. package/lib/asap/needle-asap.js +95 -95
  23. package/lib/asap/sessiongranted.d.ts +3 -3
  24. package/lib/asap/sessiongranted.js +65 -65
  25. package/lib/asap/utils.d.ts +1 -1
  26. package/lib/asap/utils.js +3 -3
  27. package/lib/engine/analytics/index.d.ts +6 -6
  28. package/lib/engine/analytics/index.js +12 -12
  29. package/lib/engine/analytics/lcp.d.ts +3 -3
  30. package/lib/engine/analytics/lcp.js +34 -34
  31. package/lib/engine/api.d.ts +81 -81
  32. package/lib/engine/api.js +80 -80
  33. package/lib/engine/assets/index.d.ts +11 -11
  34. package/lib/engine/assets/index.js +47 -47
  35. package/lib/engine/assets/static.d.ts +1 -1
  36. package/lib/engine/assets/static.js +4 -4
  37. package/lib/engine/codegen/register_types.d.ts +1 -1
  38. package/lib/engine/codegen/register_types.js +298 -298
  39. package/lib/engine/debug/debug.d.ts +15 -15
  40. package/lib/engine/debug/debug.js +44 -44
  41. package/lib/engine/debug/debug_console.d.ts +2 -2
  42. package/lib/engine/debug/debug_console.js +307 -307
  43. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  44. package/lib/engine/debug/debug_overlay.js +316 -316
  45. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  46. package/lib/engine/debug/debug_spatial_console.js +390 -390
  47. package/lib/engine/debug/index.d.ts +2 -2
  48. package/lib/engine/debug/index.js +2 -2
  49. package/lib/engine/engine_addressables.d.ts +166 -166
  50. package/lib/engine/engine_addressables.js +608 -608
  51. package/lib/engine/engine_animation.d.ts +43 -43
  52. package/lib/engine/engine_animation.js +133 -133
  53. package/lib/engine/engine_application.d.ts +40 -40
  54. package/lib/engine/engine_application.js +104 -104
  55. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  56. package/lib/engine/engine_assetdatabase.js +344 -344
  57. package/lib/engine/engine_audio.d.ts +4 -4
  58. package/lib/engine/engine_audio.js +23 -23
  59. package/lib/engine/engine_camera.d.ts +13 -13
  60. package/lib/engine/engine_camera.js +30 -30
  61. package/lib/engine/engine_components.d.ts +110 -110
  62. package/lib/engine/engine_components.js +380 -380
  63. package/lib/engine/engine_components_internal.d.ts +9 -9
  64. package/lib/engine/engine_components_internal.js +36 -36
  65. package/lib/engine/engine_constants.d.ts +10 -10
  66. package/lib/engine/engine_constants.js +41 -41
  67. package/lib/engine/engine_context.d.ts +345 -345
  68. package/lib/engine/engine_context.js +1515 -1515
  69. package/lib/engine/engine_context_registry.d.ts +71 -71
  70. package/lib/engine/engine_context_registry.js +117 -117
  71. package/lib/engine/engine_coroutine.d.ts +35 -35
  72. package/lib/engine/engine_coroutine.js +52 -52
  73. package/lib/engine/engine_create_objects.d.ts +118 -118
  74. package/lib/engine/engine_create_objects.js +308 -308
  75. package/lib/engine/engine_default_parameters.d.ts +2 -2
  76. package/lib/engine/engine_default_parameters.js +3 -3
  77. package/lib/engine/engine_editor-sync.d.ts +21 -21
  78. package/lib/engine/engine_editor-sync.js +4 -4
  79. package/lib/engine/engine_element.d.ts +113 -113
  80. package/lib/engine/engine_element.js +830 -830
  81. package/lib/engine/engine_element_attributes.d.ts +72 -72
  82. package/lib/engine/engine_element_attributes.js +1 -1
  83. package/lib/engine/engine_element_extras.d.ts +6 -6
  84. package/lib/engine/engine_element_extras.js +13 -13
  85. package/lib/engine/engine_element_loading.d.ts +44 -44
  86. package/lib/engine/engine_element_loading.js +349 -349
  87. package/lib/engine/engine_element_overlay.d.ts +21 -21
  88. package/lib/engine/engine_element_overlay.js +166 -166
  89. package/lib/engine/engine_fileloader.d.ts +2 -2
  90. package/lib/engine/engine_fileloader.js +8 -8
  91. package/lib/engine/engine_gameobject.d.ts +68 -68
  92. package/lib/engine/engine_gameobject.js +591 -591
  93. package/lib/engine/engine_generic_utils.d.ts +1 -1
  94. package/lib/engine/engine_generic_utils.js +13 -13
  95. package/lib/engine/engine_gizmos.d.ts +149 -149
  96. package/lib/engine/engine_gizmos.js +530 -530
  97. package/lib/engine/engine_gltf.d.ts +12 -12
  98. package/lib/engine/engine_gltf.js +15 -15
  99. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +7 -7
  102. package/lib/engine/engine_hot_reload.js +184 -184
  103. package/lib/engine/engine_input.d.ts +352 -352
  104. package/lib/engine/engine_input.js +1265 -1265
  105. package/lib/engine/engine_input_utils.d.ts +2 -2
  106. package/lib/engine/engine_input_utils.js +22 -22
  107. package/lib/engine/engine_instancing.d.ts +19 -19
  108. package/lib/engine/engine_instancing.js +39 -39
  109. package/lib/engine/engine_license.d.ts +9 -9
  110. package/lib/engine/engine_license.js +320 -320
  111. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  112. package/lib/engine/engine_lifecycle_api.js +99 -99
  113. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  114. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  115. package/lib/engine/engine_lightdata.d.ts +23 -23
  116. package/lib/engine/engine_lightdata.js +91 -91
  117. package/lib/engine/engine_loaders.d.ts +13 -13
  118. package/lib/engine/engine_loaders.js +62 -62
  119. package/lib/engine/engine_lods.d.ts +31 -31
  120. package/lib/engine/engine_lods.js +146 -146
  121. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  122. package/lib/engine/engine_mainloop_utils.js +466 -466
  123. package/lib/engine/engine_math.d.ts +114 -114
  124. package/lib/engine/engine_math.js +247 -247
  125. package/lib/engine/engine_modules.d.ts +36 -36
  126. package/lib/engine/engine_modules.js +85 -85
  127. package/lib/engine/engine_networking.d.ts +252 -252
  128. package/lib/engine/engine_networking.js +743 -743
  129. package/lib/engine/engine_networking_auto.d.ts +24 -24
  130. package/lib/engine/engine_networking_auto.js +310 -310
  131. package/lib/engine/engine_networking_blob.d.ts +48 -48
  132. package/lib/engine/engine_networking_blob.js +212 -212
  133. package/lib/engine/engine_networking_files.d.ts +35 -35
  134. package/lib/engine/engine_networking_files.js +172 -172
  135. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  136. package/lib/engine/engine_networking_files_default_components.js +42 -42
  137. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  138. package/lib/engine/engine_networking_instantiate.js +345 -345
  139. package/lib/engine/engine_networking_peer.d.ts +15 -15
  140. package/lib/engine/engine_networking_peer.js +132 -132
  141. package/lib/engine/engine_networking_streams.d.ts +123 -123
  142. package/lib/engine/engine_networking_streams.js +645 -645
  143. package/lib/engine/engine_networking_types.d.ts +22 -22
  144. package/lib/engine/engine_networking_types.js +7 -7
  145. package/lib/engine/engine_networking_utils.d.ts +2 -2
  146. package/lib/engine/engine_networking_utils.js +20 -20
  147. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  148. package/lib/engine/engine_networking_websocket.js +2 -2
  149. package/lib/engine/engine_patcher.d.ts +10 -10
  150. package/lib/engine/engine_patcher.js +142 -142
  151. package/lib/engine/engine_physics.d.ts +152 -152
  152. package/lib/engine/engine_physics.js +645 -645
  153. package/lib/engine/engine_physics.types.d.ts +40 -40
  154. package/lib/engine/engine_physics.types.js +33 -33
  155. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  156. package/lib/engine/engine_physics_rapier.js +1432 -1432
  157. package/lib/engine/engine_playerview.d.ts +26 -26
  158. package/lib/engine/engine_playerview.js +64 -64
  159. package/lib/engine/engine_scenelighting.d.ts +71 -71
  160. package/lib/engine/engine_scenelighting.js +226 -226
  161. package/lib/engine/engine_scenetools.d.ts +50 -50
  162. package/lib/engine/engine_scenetools.js +321 -321
  163. package/lib/engine/engine_serialization.d.ts +3 -3
  164. package/lib/engine/engine_serialization.js +3 -3
  165. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  166. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  167. package/lib/engine/engine_serialization_core.d.ts +85 -85
  168. package/lib/engine/engine_serialization_core.js +602 -602
  169. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  170. package/lib/engine/engine_serialization_decorator.js +66 -66
  171. package/lib/engine/engine_setup.d.ts +1 -1
  172. package/lib/engine/engine_setup.js +2 -2
  173. package/lib/engine/engine_shaders.d.ts +53 -53
  174. package/lib/engine/engine_shaders.js +252 -252
  175. package/lib/engine/engine_shims.d.ts +4 -4
  176. package/lib/engine/engine_shims.js +24 -24
  177. package/lib/engine/engine_test_utils.d.ts +39 -39
  178. package/lib/engine/engine_test_utils.js +83 -83
  179. package/lib/engine/engine_texture.d.ts +28 -28
  180. package/lib/engine/engine_texture.js +64 -64
  181. package/lib/engine/engine_three_utils.d.ts +201 -201
  182. package/lib/engine/engine_three_utils.js +731 -731
  183. package/lib/engine/engine_time.d.ts +51 -51
  184. package/lib/engine/engine_time.js +82 -82
  185. package/lib/engine/engine_time_utils.d.ts +88 -88
  186. package/lib/engine/engine_time_utils.js +215 -215
  187. package/lib/engine/engine_tonemapping.d.ts +2 -2
  188. package/lib/engine/engine_tonemapping.js +194 -194
  189. package/lib/engine/engine_types.d.ts +572 -572
  190. package/lib/engine/engine_types.js +88 -88
  191. package/lib/engine/engine_typestore.d.ts +28 -28
  192. package/lib/engine/engine_typestore.js +55 -55
  193. package/lib/engine/engine_util_decorator.d.ts +13 -13
  194. package/lib/engine/engine_util_decorator.js +116 -116
  195. package/lib/engine/engine_utils.d.ts +266 -266
  196. package/lib/engine/engine_utils.js +878 -878
  197. package/lib/engine/engine_utils_format.d.ts +21 -21
  198. package/lib/engine/engine_utils_format.js +193 -193
  199. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  200. package/lib/engine/engine_utils_screenshot.js +513 -513
  201. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  202. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  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 +22 -22
  254. package/lib/engine/js-extensions/RGBAColor.js +62 -62
  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 +75 -75
  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 +151 -151
  282. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  283. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  284. package/lib/engine/webcomponents/needle-button.js +161 -161
  285. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  286. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  287. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  288. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  289. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  290. package/lib/engine/xr/NeedleXRSync.js +188 -188
  291. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  292. package/lib/engine/xr/SceneTransition.js +69 -69
  293. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  294. package/lib/engine/xr/TempXRContext.js +187 -187
  295. package/lib/engine/xr/XRRig.d.ts +7 -7
  296. package/lib/engine/xr/XRRig.js +1 -1
  297. package/lib/engine/xr/api.d.ts +6 -6
  298. package/lib/engine/xr/api.js +6 -6
  299. package/lib/engine/xr/events.d.ts +66 -66
  300. package/lib/engine/xr/events.js +93 -93
  301. package/lib/engine/xr/internal.d.ts +12 -12
  302. package/lib/engine/xr/internal.js +25 -25
  303. package/lib/engine/xr/usdz.d.ts +12 -12
  304. package/lib/engine/xr/usdz.js +29 -29
  305. package/lib/engine/xr/utils.d.ts +11 -11
  306. package/lib/engine/xr/utils.js +34 -34
  307. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  308. package/lib/engine-components/AlignmentConstraint.js +39 -39
  309. package/lib/engine-components/Animation.d.ts +156 -156
  310. package/lib/engine-components/Animation.js +508 -508
  311. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  312. package/lib/engine-components/AnimationCurve.js +159 -159
  313. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  314. package/lib/engine-components/AnimationUtils.js +27 -27
  315. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  316. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  317. package/lib/engine-components/Animator.d.ts +217 -217
  318. package/lib/engine-components/Animator.js +354 -354
  319. package/lib/engine-components/AnimatorController.d.ts +227 -227
  320. package/lib/engine-components/AnimatorController.js +1152 -1152
  321. package/lib/engine-components/AudioListener.d.ts +33 -33
  322. package/lib/engine-components/AudioListener.js +86 -86
  323. package/lib/engine-components/AudioSource.d.ts +217 -217
  324. package/lib/engine-components/AudioSource.js +627 -627
  325. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  326. package/lib/engine-components/AvatarLoader.js +231 -231
  327. package/lib/engine-components/AxesHelper.d.ts +32 -32
  328. package/lib/engine-components/AxesHelper.js +67 -67
  329. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  330. package/lib/engine-components/BasicIKConstraint.js +43 -43
  331. package/lib/engine-components/BoxCollider.d.ts +2 -2
  332. package/lib/engine-components/BoxCollider.js +2 -2
  333. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  334. package/lib/engine-components/BoxHelperComponent.js +102 -102
  335. package/lib/engine-components/Camera.d.ts +231 -231
  336. package/lib/engine-components/Camera.js +694 -694
  337. package/lib/engine-components/CameraUtils.d.ts +1 -1
  338. package/lib/engine-components/CameraUtils.js +127 -127
  339. package/lib/engine-components/CharacterController.d.ts +55 -55
  340. package/lib/engine-components/CharacterController.js +236 -236
  341. package/lib/engine-components/Collider.d.ts +188 -188
  342. package/lib/engine-components/Collider.js +369 -369
  343. package/lib/engine-components/Component.d.ts +792 -792
  344. package/lib/engine-components/Component.js +915 -915
  345. package/lib/engine-components/ContactShadows.d.ts +82 -82
  346. package/lib/engine-components/ContactShadows.js +430 -430
  347. package/lib/engine-components/DeleteBox.d.ts +19 -19
  348. package/lib/engine-components/DeleteBox.js +58 -58
  349. package/lib/engine-components/DeviceFlag.d.ts +16 -16
  350. package/lib/engine-components/DeviceFlag.js +47 -47
  351. package/lib/engine-components/DragControls.d.ts +170 -170
  352. package/lib/engine-components/DragControls.js +1421 -1421
  353. package/lib/engine-components/DropListener.d.ts +215 -215
  354. package/lib/engine-components/DropListener.js +630 -630
  355. package/lib/engine-components/Duplicatable.d.ts +35 -35
  356. package/lib/engine-components/Duplicatable.js +202 -202
  357. package/lib/engine-components/EventList.d.ts +54 -54
  358. package/lib/engine-components/EventList.js +232 -232
  359. package/lib/engine-components/EventTrigger.d.ts +33 -33
  360. package/lib/engine-components/EventTrigger.js +75 -75
  361. package/lib/engine-components/EventType.d.ts +22 -22
  362. package/lib/engine-components/EventType.js +23 -23
  363. package/lib/engine-components/Fog.d.ts +22 -22
  364. package/lib/engine-components/Fog.js +61 -61
  365. package/lib/engine-components/Gizmos.d.ts +17 -17
  366. package/lib/engine-components/Gizmos.js +64 -64
  367. package/lib/engine-components/GridHelper.d.ts +20 -20
  368. package/lib/engine-components/GridHelper.js +54 -54
  369. package/lib/engine-components/GroundProjection.d.ts +67 -67
  370. package/lib/engine-components/GroundProjection.js +343 -343
  371. package/lib/engine-components/Interactable.d.ts +12 -12
  372. package/lib/engine-components/Interactable.js +12 -12
  373. package/lib/engine-components/Joints.d.ts +19 -19
  374. package/lib/engine-components/Joints.js +51 -51
  375. package/lib/engine-components/LODGroup.d.ts +35 -35
  376. package/lib/engine-components/LODGroup.js +152 -152
  377. package/lib/engine-components/Light.d.ts +180 -180
  378. package/lib/engine-components/Light.js +535 -535
  379. package/lib/engine-components/LookAtConstraint.d.ts +19 -19
  380. package/lib/engine-components/LookAtConstraint.js +35 -35
  381. package/lib/engine-components/NeedleMenu.d.ts +50 -50
  382. package/lib/engine-components/NeedleMenu.js +92 -92
  383. package/lib/engine-components/NestedGltf.d.ts +25 -25
  384. package/lib/engine-components/NestedGltf.js +88 -88
  385. package/lib/engine-components/Networking.d.ts +54 -54
  386. package/lib/engine-components/Networking.js +112 -112
  387. package/lib/engine-components/OffsetConstraint.d.ts +14 -14
  388. package/lib/engine-components/OffsetConstraint.js +65 -65
  389. package/lib/engine-components/OrbitControls.d.ts +266 -266
  390. package/lib/engine-components/OrbitControls.js +1009 -1009
  391. package/lib/engine-components/PlayerColor.d.ts +19 -19
  392. package/lib/engine-components/PlayerColor.js +94 -94
  393. package/lib/engine-components/ReflectionProbe.d.ts +26 -26
  394. package/lib/engine-components/ReflectionProbe.js +194 -194
  395. package/lib/engine-components/Renderer.d.ts +153 -153
  396. package/lib/engine-components/Renderer.js +830 -830
  397. package/lib/engine-components/RendererInstancing.d.ts +140 -140
  398. package/lib/engine-components/RendererInstancing.js +744 -744
  399. package/lib/engine-components/RendererLightmap.d.ts +24 -24
  400. package/lib/engine-components/RendererLightmap.js +182 -182
  401. package/lib/engine-components/RigidBody.d.ts +155 -155
  402. package/lib/engine-components/RigidBody.js +517 -517
  403. package/lib/engine-components/SceneSwitcher.d.ts +263 -263
  404. package/lib/engine-components/SceneSwitcher.js +951 -951
  405. package/lib/engine-components/ScreenCapture.d.ts +144 -144
  406. package/lib/engine-components/ScreenCapture.js +547 -547
  407. package/lib/engine-components/ShadowCatcher.d.ts +33 -33
  408. package/lib/engine-components/ShadowCatcher.js +166 -166
  409. package/lib/engine-components/Skybox.d.ts +82 -82
  410. package/lib/engine-components/Skybox.js +448 -448
  411. package/lib/engine-components/SmoothFollow.d.ts +34 -34
  412. package/lib/engine-components/SmoothFollow.js +82 -82
  413. package/lib/engine-components/SpatialTrigger.d.ts +102 -102
  414. package/lib/engine-components/SpatialTrigger.js +225 -225
  415. package/lib/engine-components/SpectatorCamera.d.ts +111 -111
  416. package/lib/engine-components/SpectatorCamera.js +715 -715
  417. package/lib/engine-components/SphereCollider.d.ts +2 -2
  418. package/lib/engine-components/SphereCollider.js +2 -2
  419. package/lib/engine-components/SpriteRenderer.d.ts +132 -132
  420. package/lib/engine-components/SpriteRenderer.js +472 -472
  421. package/lib/engine-components/SyncedCamera.d.ts +41 -41
  422. package/lib/engine-components/SyncedCamera.js +199 -199
  423. package/lib/engine-components/SyncedRoom.d.ts +106 -106
  424. package/lib/engine-components/SyncedRoom.js +371 -371
  425. package/lib/engine-components/SyncedTransform.d.ts +88 -88
  426. package/lib/engine-components/SyncedTransform.js +326 -326
  427. package/lib/engine-components/TestRunner.d.ts +16 -16
  428. package/lib/engine-components/TestRunner.js +102 -102
  429. package/lib/engine-components/TransformGizmo.d.ts +75 -75
  430. package/lib/engine-components/TransformGizmo.js +209 -209
  431. package/lib/engine-components/VideoPlayer.d.ts +184 -184
  432. package/lib/engine-components/VideoPlayer.js +978 -978
  433. package/lib/engine-components/Voip.d.ts +67 -67
  434. package/lib/engine-components/Voip.js +360 -360
  435. package/lib/engine-components/api.d.ts +51 -51
  436. package/lib/engine-components/api.js +50 -50
  437. package/lib/engine-components/avatar/AvatarBlink_Simple.d.ts +11 -11
  438. package/lib/engine-components/avatar/AvatarBlink_Simple.js +76 -76
  439. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.d.ts +14 -14
  440. package/lib/engine-components/avatar/AvatarEyeLook_Rotation.js +68 -68
  441. package/lib/engine-components/avatar/Avatar_Brain_LookAt.d.ts +29 -29
  442. package/lib/engine-components/avatar/Avatar_Brain_LookAt.js +121 -121
  443. package/lib/engine-components/avatar/Avatar_MouthShapes.d.ts +15 -15
  444. package/lib/engine-components/avatar/Avatar_MouthShapes.js +79 -79
  445. package/lib/engine-components/avatar/Avatar_MustacheShake.d.ts +9 -9
  446. package/lib/engine-components/avatar/Avatar_MustacheShake.js +29 -29
  447. package/lib/engine-components/codegen/components.d.ts +215 -215
  448. package/lib/engine-components/codegen/components.js +217 -217
  449. package/lib/engine-components/debug/LogStats.d.ts +5 -5
  450. package/lib/engine-components/debug/LogStats.js +18 -18
  451. package/lib/engine-components/export/gltf/GltfExport.d.ts +30 -30
  452. package/lib/engine-components/export/gltf/GltfExport.js +246 -246
  453. package/lib/engine-components/export/gltf/index.d.ts +1 -1
  454. package/lib/engine-components/export/gltf/index.js +1 -1
  455. package/lib/engine-components/export/index.d.ts +1 -1
  456. package/lib/engine-components/export/index.js +1 -1
  457. package/lib/engine-components/export/usdz/Extension.d.ts +22 -22
  458. package/lib/engine-components/export/usdz/Extension.js +1 -1
  459. package/lib/engine-components/export/usdz/ThreeUSDZExporter.d.ts +160 -160
  460. package/lib/engine-components/export/usdz/ThreeUSDZExporter.js +1782 -1782
  461. package/lib/engine-components/export/usdz/USDZExporter.d.ts +130 -130
  462. package/lib/engine-components/export/usdz/USDZExporter.js +663 -663
  463. package/lib/engine-components/export/usdz/extensions/Animation.d.ts +106 -106
  464. package/lib/engine-components/export/usdz/extensions/Animation.js +1071 -1071
  465. package/lib/engine-components/export/usdz/extensions/DocumentExtension.d.ts +5 -5
  466. package/lib/engine-components/export/usdz/extensions/DocumentExtension.js +6 -6
  467. package/lib/engine-components/export/usdz/extensions/USDZText.d.ts +54 -54
  468. package/lib/engine-components/export/usdz/extensions/USDZText.js +203 -203
  469. package/lib/engine-components/export/usdz/extensions/USDZUI.d.ts +8 -8
  470. package/lib/engine-components/export/usdz/extensions/USDZUI.js +157 -157
  471. package/lib/engine-components/export/usdz/extensions/behavior/Actions.d.ts +30 -30
  472. package/lib/engine-components/export/usdz/extensions/behavior/Actions.js +88 -88
  473. package/lib/engine-components/export/usdz/extensions/behavior/AudioExtension.d.ts +10 -10
  474. package/lib/engine-components/export/usdz/extensions/behavior/AudioExtension.js +86 -86
  475. package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.d.ts +28 -28
  476. package/lib/engine-components/export/usdz/extensions/behavior/Behaviour.js +290 -290
  477. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.d.ts +190 -190
  478. package/lib/engine-components/export/usdz/extensions/behavior/BehaviourComponents.js +1060 -1060
  479. package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.d.ts +135 -135
  480. package/lib/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.js +548 -548
  481. package/lib/engine-components/export/usdz/extensions/behavior/PhysicsExtension.d.ts +7 -7
  482. package/lib/engine-components/export/usdz/extensions/behavior/PhysicsExtension.js +115 -115
  483. package/lib/engine-components/export/usdz/index.d.ts +3 -3
  484. package/lib/engine-components/export/usdz/index.js +2 -2
  485. package/lib/engine-components/export/usdz/utils/animationutils.d.ts +7 -7
  486. package/lib/engine-components/export/usdz/utils/animationutils.js +163 -163
  487. package/lib/engine-components/export/usdz/utils/quicklook.d.ts +2 -2
  488. package/lib/engine-components/export/usdz/utils/quicklook.js +43 -43
  489. package/lib/engine-components/particlesystem/ParticleSystem.d.ts +177 -177
  490. package/lib/engine-components/particlesystem/ParticleSystem.js +1176 -1176
  491. package/lib/engine-components/particlesystem/ParticleSystemModules.d.ts +526 -526
  492. package/lib/engine-components/particlesystem/ParticleSystemModules.js +1930 -1930
  493. package/lib/engine-components/particlesystem/ParticleSystemSubEmitter.d.ts +25 -25
  494. package/lib/engine-components/particlesystem/ParticleSystemSubEmitter.js +87 -87
  495. package/lib/engine-components/particlesystem/api.d.ts +2 -2
  496. package/lib/engine-components/particlesystem/api.js +2 -2
  497. package/lib/engine-components/postprocessing/Effects/Antialiasing.d.ts +17 -17
  498. package/lib/engine-components/postprocessing/Effects/Antialiasing.js +50 -50
  499. package/lib/engine-components/postprocessing/Effects/BloomEffect.d.ts +46 -46
  500. package/lib/engine-components/postprocessing/Effects/BloomEffect.js +113 -113
  501. package/lib/engine-components/postprocessing/Effects/ChromaticAberration.d.ts +11 -11
  502. package/lib/engine-components/postprocessing/Effects/ChromaticAberration.js +39 -39
  503. package/lib/engine-components/postprocessing/Effects/ColorAdjustments.d.ts +15 -15
  504. package/lib/engine-components/postprocessing/Effects/ColorAdjustments.js +92 -92
  505. package/lib/engine-components/postprocessing/Effects/DepthOfField.d.ts +25 -25
  506. package/lib/engine-components/postprocessing/Effects/DepthOfField.js +104 -104
  507. package/lib/engine-components/postprocessing/Effects/EffectWrapper.d.ts +12 -12
  508. package/lib/engine-components/postprocessing/Effects/EffectWrapper.js +18 -18
  509. package/lib/engine-components/postprocessing/Effects/Pixelation.d.ts +11 -11
  510. package/lib/engine-components/postprocessing/Effects/Pixelation.js +32 -32
  511. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.d.ts +18 -18
  512. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.js +91 -91
  513. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.d.ts +70 -70
  514. package/lib/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.js +175 -175
  515. package/lib/engine-components/postprocessing/Effects/Sharpening.d.ts +17 -17
  516. package/lib/engine-components/postprocessing/Effects/Sharpening.js +123 -123
  517. package/lib/engine-components/postprocessing/Effects/TiltShiftEffect.d.ts +17 -17
  518. package/lib/engine-components/postprocessing/Effects/TiltShiftEffect.js +70 -70
  519. package/lib/engine-components/postprocessing/Effects/Tonemapping.d.ts +26 -26
  520. package/lib/engine-components/postprocessing/Effects/Tonemapping.js +138 -138
  521. package/lib/engine-components/postprocessing/Effects/Vignette.d.ts +15 -15
  522. package/lib/engine-components/postprocessing/Effects/Vignette.js +60 -60
  523. package/lib/engine-components/postprocessing/PostProcessingEffect.d.ts +72 -72
  524. package/lib/engine-components/postprocessing/PostProcessingEffect.js +149 -149
  525. package/lib/engine-components/postprocessing/PostProcessingHandler.d.ts +25 -25
  526. package/lib/engine-components/postprocessing/PostProcessingHandler.js +350 -350
  527. package/lib/engine-components/postprocessing/Volume.d.ts +89 -89
  528. package/lib/engine-components/postprocessing/Volume.js +367 -367
  529. package/lib/engine-components/postprocessing/VolumeParameter.d.ts +26 -26
  530. package/lib/engine-components/postprocessing/VolumeParameter.js +136 -136
  531. package/lib/engine-components/postprocessing/VolumeProfile.d.ts +15 -15
  532. package/lib/engine-components/postprocessing/VolumeProfile.js +60 -60
  533. package/lib/engine-components/postprocessing/index.d.ts +5 -5
  534. package/lib/engine-components/postprocessing/index.js +5 -5
  535. package/lib/engine-components/postprocessing/utils.d.ts +11 -11
  536. package/lib/engine-components/postprocessing/utils.js +37 -37
  537. package/lib/engine-components/timeline/PlayableDirector.d.ts +163 -163
  538. package/lib/engine-components/timeline/PlayableDirector.js +686 -686
  539. package/lib/engine-components/timeline/SignalAsset.d.ts +24 -24
  540. package/lib/engine-components/timeline/SignalAsset.js +130 -130
  541. package/lib/engine-components/timeline/TimelineModels.d.ts +89 -89
  542. package/lib/engine-components/timeline/TimelineModels.js +22 -22
  543. package/lib/engine-components/timeline/TimelineTracks.d.ts +110 -110
  544. package/lib/engine-components/timeline/TimelineTracks.js +879 -879
  545. package/lib/engine-components/timeline/index.d.ts +4 -4
  546. package/lib/engine-components/timeline/index.js +3 -3
  547. package/lib/engine-components/ui/BaseUIComponent.d.ts +49 -49
  548. package/lib/engine-components/ui/BaseUIComponent.js +170 -170
  549. package/lib/engine-components/ui/Button.d.ts +64 -64
  550. package/lib/engine-components/ui/Button.js +315 -315
  551. package/lib/engine-components/ui/Canvas.d.ts +74 -74
  552. package/lib/engine-components/ui/Canvas.js +407 -407
  553. package/lib/engine-components/ui/CanvasGroup.d.ts +19 -19
  554. package/lib/engine-components/ui/CanvasGroup.js +58 -58
  555. package/lib/engine-components/ui/EventSystem.d.ts +125 -125
  556. package/lib/engine-components/ui/EventSystem.js +764 -764
  557. package/lib/engine-components/ui/Graphic.d.ts +55 -55
  558. package/lib/engine-components/ui/Graphic.js +254 -254
  559. package/lib/engine-components/ui/Image.d.ts +35 -35
  560. package/lib/engine-components/ui/Image.js +116 -116
  561. package/lib/engine-components/ui/InputField.d.ts +42 -42
  562. package/lib/engine-components/ui/InputField.js +268 -268
  563. package/lib/engine-components/ui/Interfaces.d.ts +38 -38
  564. package/lib/engine-components/ui/Interfaces.js +12 -12
  565. package/lib/engine-components/ui/Layout.d.ts +84 -84
  566. package/lib/engine-components/ui/Layout.js +330 -330
  567. package/lib/engine-components/ui/Outline.d.ts +7 -7
  568. package/lib/engine-components/ui/Outline.js +20 -20
  569. package/lib/engine-components/ui/PointerEvents.d.ts +115 -115
  570. package/lib/engine-components/ui/PointerEvents.js +145 -145
  571. package/lib/engine-components/ui/RaycastUtils.d.ts +11 -11
  572. package/lib/engine-components/ui/RaycastUtils.js +67 -67
  573. package/lib/engine-components/ui/Raycaster.d.ts +30 -30
  574. package/lib/engine-components/ui/Raycaster.js +95 -95
  575. package/lib/engine-components/ui/RectTransform.d.ts +61 -61
  576. package/lib/engine-components/ui/RectTransform.js +353 -353
  577. package/lib/engine-components/ui/SpatialHtml.d.ts +8 -8
  578. package/lib/engine-components/ui/SpatialHtml.js +79 -79
  579. package/lib/engine-components/ui/Text.d.ts +78 -78
  580. package/lib/engine-components/ui/Text.js +539 -539
  581. package/lib/engine-components/ui/Utils.d.ts +24 -24
  582. package/lib/engine-components/ui/Utils.js +90 -90
  583. package/lib/engine-components/ui/index.d.ts +1 -1
  584. package/lib/engine-components/ui/index.js +1 -1
  585. package/lib/engine-components/utils/EnvironmentScene.d.ts +5 -5
  586. package/lib/engine-components/utils/EnvironmentScene.js +205 -205
  587. package/lib/engine-components/utils/LookAt.d.ts +31 -31
  588. package/lib/engine-components/utils/LookAt.js +82 -82
  589. package/lib/engine-components/utils/OpenURL.d.ts +42 -42
  590. package/lib/engine-components/utils/OpenURL.js +119 -119
  591. package/lib/engine-components/webxr/Avatar.d.ts +25 -25
  592. package/lib/engine-components/webxr/Avatar.js +255 -255
  593. package/lib/engine-components/webxr/TeleportTarget.d.ts +7 -7
  594. package/lib/engine-components/webxr/TeleportTarget.js +7 -7
  595. package/lib/engine-components/webxr/WebARCameraBackground.d.ts +30 -30
  596. package/lib/engine-components/webxr/WebARCameraBackground.js +155 -155
  597. package/lib/engine-components/webxr/WebARSessionRoot.d.ts +98 -98
  598. package/lib/engine-components/webxr/WebARSessionRoot.js +770 -770
  599. package/lib/engine-components/webxr/WebXR.d.ts +232 -232
  600. package/lib/engine-components/webxr/WebXR.js +561 -561
  601. package/lib/engine-components/webxr/WebXRAvatar.d.ts +27 -27
  602. package/lib/engine-components/webxr/WebXRAvatar.js +44 -44
  603. package/lib/engine-components/webxr/WebXRImageTracking.d.ts +86 -86
  604. package/lib/engine-components/webxr/WebXRImageTracking.js +470 -470
  605. package/lib/engine-components/webxr/WebXRPlaneTracking.d.ts +92 -92
  606. package/lib/engine-components/webxr/WebXRPlaneTracking.js +500 -500
  607. package/lib/engine-components/webxr/WebXRRig.d.ts +32 -32
  608. package/lib/engine-components/webxr/WebXRRig.js +72 -72
  609. package/lib/engine-components/webxr/XRFlag.d.ts +38 -38
  610. package/lib/engine-components/webxr/XRFlag.js +139 -139
  611. package/lib/engine-components/webxr/controllers/XRControllerFollow.d.ts +47 -47
  612. package/lib/engine-components/webxr/controllers/XRControllerFollow.js +120 -120
  613. package/lib/engine-components/webxr/controllers/XRControllerModel.d.ts +43 -43
  614. package/lib/engine-components/webxr/controllers/XRControllerModel.js +351 -351
  615. package/lib/engine-components/webxr/controllers/XRControllerMovement.d.ts +78 -78
  616. package/lib/engine-components/webxr/controllers/XRControllerMovement.js +506 -506
  617. package/lib/engine-components/webxr/index.d.ts +3 -3
  618. package/lib/engine-components/webxr/index.js +3 -3
  619. package/lib/engine-components/webxr/types.d.ts +3 -3
  620. package/lib/engine-components/webxr/types.js +1 -1
  621. package/lib/engine-components-experimental/Presentation.d.ts +6 -6
  622. package/lib/engine-components-experimental/Presentation.js +9 -9
  623. package/lib/engine-components-experimental/api.d.ts +4 -4
  624. package/lib/engine-components-experimental/api.js +4 -4
  625. package/lib/engine-components-experimental/networking/PlayerSync.d.ts +156 -156
  626. package/lib/engine-components-experimental/networking/PlayerSync.js +377 -377
  627. package/lib/engine-schemes/api.d.ts +12 -12
  628. package/lib/engine-schemes/api.js +12 -12
  629. package/lib/engine-schemes/schemes.d.ts +7 -7
  630. package/lib/engine-schemes/schemes.js +19 -19
  631. package/lib/engine-schemes/synced-camera-model.d.ts +25 -25
  632. package/lib/engine-schemes/synced-camera-model.js +67 -67
  633. package/lib/engine-schemes/synced-transform-model.d.ts +31 -31
  634. package/lib/engine-schemes/synced-transform-model.js +66 -66
  635. package/lib/engine-schemes/transform.d.ts +12 -12
  636. package/lib/engine-schemes/transform.js +39 -39
  637. package/lib/engine-schemes/vec2.d.ts +10 -10
  638. package/lib/engine-schemes/vec2.js +25 -25
  639. package/lib/engine-schemes/vec3.d.ts +11 -11
  640. package/lib/engine-schemes/vec3.js +29 -29
  641. package/lib/engine-schemes/vec4.d.ts +12 -12
  642. package/lib/engine-schemes/vec4.js +33 -33
  643. package/lib/engine-schemes/vr-user-state-buffer.d.ts +37 -37
  644. package/lib/engine-schemes/vr-user-state-buffer.js +110 -110
  645. package/lib/include/three/EXT_mesh_gpu_instancing_exporter.d.ts +6 -6
  646. package/lib/include/three/EXT_mesh_gpu_instancing_exporter.js +45 -45
  647. package/lib/needle-engine.d.ts +7 -7
  648. package/lib/needle-engine.js +64 -64
  649. package/package.json +1 -1
  650. package/plugins/common/buildinfo.js +64 -63
  651. package/plugins/common/config.cjs +31 -31
  652. package/plugins/common/config.js +35 -35
  653. package/plugins/common/files.js +31 -31
  654. package/plugins/common/generator.js +10 -10
  655. package/plugins/common/license.js +249 -224
  656. package/plugins/common/npm.js +15 -15
  657. package/plugins/common/timers.js +7 -7
  658. package/plugins/common/version.js +37 -37
  659. package/plugins/gltf-packer.mjs +1 -1
  660. package/plugins/next/alias.cjs +39 -39
  661. package/plugins/next/license.cjs +18 -18
  662. package/plugins/next/meshbvhworker.cjs +18 -18
  663. package/plugins/next/next.js +128 -128
  664. package/plugins/types/index.d.ts +2 -2
  665. package/plugins/types/license.d.ts +24 -24
  666. package/plugins/types/needleConfig.d.ts +27 -27
  667. package/plugins/types/userconfig.d.ts +105 -105
  668. package/plugins/types/webmanifest.d.ts +32 -32
  669. package/plugins/vite/alias.js +174 -174
  670. package/plugins/vite/asap.js +245 -245
  671. package/plugins/vite/build-pipeline.js +354 -354
  672. package/plugins/vite/build.js +19 -19
  673. package/plugins/vite/buildinfo.js +41 -41
  674. package/plugins/vite/config.js +106 -106
  675. package/plugins/vite/copyfiles.js +138 -138
  676. package/plugins/vite/defines.js +66 -66
  677. package/plugins/vite/dependencies.js +213 -213
  678. package/plugins/vite/dependency-watcher.js +231 -231
  679. package/plugins/vite/drop-client.js +76 -76
  680. package/plugins/vite/drop.js +87 -87
  681. package/plugins/vite/editor-connection.js +124 -124
  682. package/plugins/vite/facebook-instant-games.js +99 -99
  683. package/plugins/vite/gzip.js +5 -5
  684. package/plugins/vite/imports-logger.js +143 -143
  685. package/plugins/vite/index.js +139 -139
  686. package/plugins/vite/license.js +55 -55
  687. package/plugins/vite/meta.js +163 -163
  688. package/plugins/vite/npm.js +7 -7
  689. package/plugins/vite/peer.js +29 -29
  690. package/plugins/vite/poster-client.js +73 -73
  691. package/plugins/vite/poster.js +79 -79
  692. package/plugins/vite/pwa.js +604 -604
  693. package/plugins/vite/reload-client.js +15 -15
  694. package/plugins/vite/reload.js +363 -363
  695. package/plugins/vite/server.js +66 -66
  696. package/plugins/vite/transform-codegen.js +55 -55
  697. package/plugins/vite/transform.js +31 -31
  698. package/plugins/vite/vite-4.4-hack.js +31 -31
  699. package/src/asap/needle-asap.ts +111 -111
  700. package/src/asap/sessiongranted.ts +75 -75
  701. package/src/asap/utils.ts +4 -4
  702. package/src/engine/analytics/index.ts +10 -10
  703. package/src/engine/analytics/lcp.ts +35 -35
  704. package/src/engine/api.ts +81 -81
  705. package/src/engine/assets/index.ts +59 -59
  706. package/src/engine/assets/static.js +5 -5
  707. package/src/engine/codegen/register_types.ts +298 -298
  708. package/src/engine/debug/debug.ts +51 -51
  709. package/src/engine/debug/debug_console.ts +333 -333
  710. package/src/engine/debug/debug_overlay.ts +332 -332
  711. package/src/engine/debug/debug_spatial_console.ts +429 -429
  712. package/src/engine/debug/index.ts +1 -1
  713. package/src/engine/engine_addressables.ts +679 -679
  714. package/src/engine/engine_animation.ts +145 -145
  715. package/src/engine/engine_application.ts +113 -113
  716. package/src/engine/engine_assetdatabase.ts +387 -387
  717. package/src/engine/engine_audio.ts +24 -24
  718. package/src/engine/engine_camera.ts +39 -39
  719. package/src/engine/engine_components.ts +373 -373
  720. package/src/engine/engine_components_internal.ts +40 -40
  721. package/src/engine/engine_constants.ts +52 -52
  722. package/src/engine/engine_context.ts +1662 -1662
  723. package/src/engine/engine_context_registry.ts +129 -129
  724. package/src/engine/engine_coroutine.ts +54 -54
  725. package/src/engine/engine_create_objects.ts +398 -398
  726. package/src/engine/engine_default_parameters.ts +3 -3
  727. package/src/engine/engine_editor-sync.ts +28 -28
  728. package/src/engine/engine_element.ts +871 -871
  729. package/src/engine/engine_element_attributes.ts +85 -85
  730. package/src/engine/engine_element_extras.ts +16 -16
  731. package/src/engine/engine_element_loading.ts +381 -381
  732. package/src/engine/engine_element_overlay.ts +186 -186
  733. package/src/engine/engine_fileloader.js +9 -9
  734. package/src/engine/engine_gameobject.ts +684 -684
  735. package/src/engine/engine_generic_utils.js +13 -13
  736. package/src/engine/engine_gizmos.ts +577 -577
  737. package/src/engine/engine_gltf.ts +29 -29
  738. package/src/engine/engine_gltf_builtin_components.ts +403 -403
  739. package/src/engine/engine_hot_reload.ts +198 -198
  740. package/src/engine/engine_input.ts +1460 -1460
  741. package/src/engine/engine_input_utils.ts +23 -23
  742. package/src/engine/engine_instancing.ts +45 -45
  743. package/src/engine/engine_license.ts +329 -329
  744. package/src/engine/engine_lifecycle_api.ts +106 -106
  745. package/src/engine/engine_lifecycle_functions_internal.ts +193 -193
  746. package/src/engine/engine_lightdata.ts +117 -117
  747. package/src/engine/engine_loaders.ts +82 -82
  748. package/src/engine/engine_lods.ts +168 -168
  749. package/src/engine/engine_mainloop_utils.ts +472 -472
  750. package/src/engine/engine_math.ts +282 -282
  751. package/src/engine/engine_modules.ts +83 -83
  752. package/src/engine/engine_networking.ts +841 -841
  753. package/src/engine/engine_networking_auto.ts +352 -352
  754. package/src/engine/engine_networking_blob.ts +254 -254
  755. package/src/engine/engine_networking_files.ts +217 -217
  756. package/src/engine/engine_networking_files_default_components.ts +58 -58
  757. package/src/engine/engine_networking_instantiate.ts +419 -419
  758. package/src/engine/engine_networking_peer.ts +159 -159
  759. package/src/engine/engine_networking_streams.ts +713 -713
  760. package/src/engine/engine_networking_types.ts +24 -24
  761. package/src/engine/engine_networking_utils.ts +23 -23
  762. package/src/engine/engine_networking_websocket.ts +2 -2
  763. package/src/engine/engine_patcher.ts +199 -199
  764. package/src/engine/engine_physics.ts +783 -783
  765. package/src/engine/engine_physics.types.ts +46 -46
  766. package/src/engine/engine_physics_rapier.ts +1579 -1579
  767. package/src/engine/engine_playerview.ts +80 -80
  768. package/src/engine/engine_scenelighting.ts +294 -294
  769. package/src/engine/engine_scenetools.ts +365 -365
  770. package/src/engine/engine_serialization.ts +2 -2
  771. package/src/engine/engine_serialization_builtin_serializer.ts +473 -473
  772. package/src/engine/engine_serialization_core.ts +705 -705
  773. package/src/engine/engine_serialization_decorator.ts +80 -80
  774. package/src/engine/engine_setup.ts +1 -1
  775. package/src/engine/engine_shaders.ts +267 -267
  776. package/src/engine/engine_shims.ts +32 -32
  777. package/src/engine/engine_test_utils.ts +109 -109
  778. package/src/engine/engine_texture.ts +82 -82
  779. package/src/engine/engine_three_utils.ts +849 -849
  780. package/src/engine/engine_time.ts +94 -94
  781. package/src/engine/engine_time_utils.ts +237 -237
  782. package/src/engine/engine_tonemapping.ts +210 -210
  783. package/src/engine/engine_types.ts +714 -714
  784. package/src/engine/engine_typestore.ts +63 -63
  785. package/src/engine/engine_util_decorator.ts +136 -136
  786. package/src/engine/engine_utils.ts +972 -972
  787. package/src/engine/engine_utils_format.ts +212 -212
  788. package/src/engine/engine_utils_screenshot.ts +698 -698
  789. package/src/engine/engine_utils_screenshot.xr.ts +103 -103
  790. package/src/engine/export/gltf/Writers.ts +34 -34
  791. package/src/engine/export/gltf/index.ts +158 -158
  792. package/src/engine/export/index.ts +2 -2
  793. package/src/engine/export/state.ts +19 -19
  794. package/src/engine/export/utils.ts +9 -9
  795. package/src/engine/extensions/EXT_texture_exr.ts +50 -50
  796. package/src/engine/extensions/NEEDLE_animator_controller_model.ts +195 -195
  797. package/src/engine/extensions/NEEDLE_components.ts +268 -268
  798. package/src/engine/extensions/NEEDLE_gameobject_data.ts +81 -81
  799. package/src/engine/extensions/NEEDLE_lighting_settings.ts +185 -185
  800. package/src/engine/extensions/NEEDLE_lightmaps.ts +119 -119
  801. package/src/engine/extensions/NEEDLE_persistent_assets.ts +76 -76
  802. package/src/engine/extensions/NEEDLE_render_objects.ts +209 -209
  803. package/src/engine/extensions/NEEDLE_techniques_webgl.ts +640 -640
  804. package/src/engine/extensions/extension_resolver.ts +4 -4
  805. package/src/engine/extensions/extension_utils.ts +166 -166
  806. package/src/engine/extensions/extensions.ts +135 -135
  807. package/src/engine/extensions/index.ts +5 -5
  808. package/src/engine/extensions/usage_tracker.ts +100 -100
  809. package/src/engine/js-extensions/Camera.ts +37 -37
  810. package/src/engine/js-extensions/ExtensionUtils.ts +85 -85
  811. package/src/engine/js-extensions/Layers.ts +23 -23
  812. package/src/engine/js-extensions/Object3D.ts +296 -296
  813. package/src/engine/js-extensions/RGBAColor.ts +75 -75
  814. package/src/engine/js-extensions/Vector.ts +18 -18
  815. package/src/engine/js-extensions/index.ts +4 -4
  816. package/src/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +122 -122
  817. package/src/engine/shaders/shaderData.ts +67 -67
  818. package/src/engine/tests/test_utils.ts +63 -63
  819. package/src/engine/webcomponents/WebXRButtons.ts +260 -260
  820. package/src/engine/webcomponents/api.ts +6 -6
  821. package/src/engine/webcomponents/buttons.ts +262 -262
  822. package/src/engine/webcomponents/fonts.ts +41 -41
  823. package/src/engine/webcomponents/icons.ts +57 -57
  824. package/src/engine/webcomponents/index.ts +1 -1
  825. package/src/engine/webcomponents/logo-element.ts +78 -78
  826. package/src/engine/webcomponents/needle menu/needle-menu-spatial.ts +573 -573
  827. package/src/engine/webcomponents/needle menu/needle-menu.ts +1107 -1107
  828. package/src/engine/webcomponents/needle-button.ts +181 -181
  829. package/src/engine/xr/NeedleXRController.ts +1126 -1126
  830. package/src/engine/xr/NeedleXRSession.ts +1585 -1585
  831. package/src/engine/xr/NeedleXRSync.ts +220 -220
  832. package/src/engine/xr/SceneTransition.ts +78 -78
  833. package/src/engine/xr/TempXRContext.ts +216 -216
  834. package/src/engine/xr/XRRig.ts +9 -9
  835. package/src/engine/xr/api.ts +5 -5
  836. package/src/engine/xr/events.ts +102 -102
  837. package/src/engine/xr/internal.ts +34 -34
  838. package/src/engine/xr/usdz.ts +30 -30
  839. package/src/engine/xr/utils.ts +39 -39
  840. package/src/engine-components/AlignmentConstraint.ts +36 -36
  841. package/src/engine-components/Animation.ts +557 -557
  842. package/src/engine-components/AnimationCurve.ts +150 -150
  843. package/src/engine-components/AnimationUtils.ts +28 -28
  844. package/src/engine-components/AnimationUtilsAutoplay.ts +43 -43
  845. package/src/engine-components/Animator.ts +397 -397
  846. package/src/engine-components/AnimatorController.ts +1293 -1293
  847. package/src/engine-components/AudioListener.ts +92 -92
  848. package/src/engine-components/AudioSource.ts +639 -639
  849. package/src/engine-components/AvatarLoader.ts +263 -263
  850. package/src/engine-components/AxesHelper.ts +59 -59
  851. package/src/engine-components/BasicIKConstraint.ts +54 -54
  852. package/src/engine-components/BoxCollider.ts +1 -1
  853. package/src/engine-components/BoxHelperComponent.ts +114 -114
  854. package/src/engine-components/Camera.ts +707 -707
  855. package/src/engine-components/CameraUtils.ts +144 -144
  856. package/src/engine-components/CharacterController.ts +253 -253
  857. package/src/engine-components/Collider.ts +374 -374
  858. package/src/engine-components/Component.ts +1294 -1294
  859. package/src/engine-components/ContactShadows.ts +482 -482
  860. package/src/engine-components/DeleteBox.ts +62 -62
  861. package/src/engine-components/DeviceFlag.ts +46 -46
  862. package/src/engine-components/DragControls.ts +1623 -1623
  863. package/src/engine-components/DropListener.ts +698 -698
  864. package/src/engine-components/Duplicatable.ts +198 -198
  865. package/src/engine-components/EventList.ts +266 -266
  866. package/src/engine-components/EventTrigger.ts +74 -74
  867. package/src/engine-components/EventType.ts +22 -22
  868. package/src/engine-components/Fog.ts +60 -60
  869. package/src/engine-components/Gizmos.ts +56 -56
  870. package/src/engine-components/GridHelper.ts +48 -48
  871. package/src/engine-components/GroundProjection.ts +356 -356
  872. package/src/engine-components/Interactable.ts +14 -14
  873. package/src/engine-components/Joints.ts +52 -52
  874. package/src/engine-components/LODGroup.ts +153 -153
  875. package/src/engine-components/Light.ts +558 -558
  876. package/src/engine-components/LookAtConstraint.ts +25 -25
  877. package/src/engine-components/NeedleMenu.ts +84 -84
  878. package/src/engine-components/NestedGltf.ts +86 -86
  879. package/src/engine-components/Networking.ts +114 -114
  880. package/src/engine-components/OffsetConstraint.ts +60 -60
  881. package/src/engine-components/OrbitControls.ts +1068 -1068
  882. package/src/engine-components/PlayerColor.ts +103 -103
  883. package/src/engine-components/ReflectionProbe.ts +209 -209
  884. package/src/engine-components/Renderer.ts +900 -900
  885. package/src/engine-components/RendererInstancing.ts +855 -855
  886. package/src/engine-components/RendererLightmap.ts +198 -198
  887. package/src/engine-components/RigidBody.ts +526 -526
  888. package/src/engine-components/SceneSwitcher.ts +1013 -1013
  889. package/src/engine-components/ScreenCapture.ts +592 -592
  890. package/src/engine-components/ShadowCatcher.ts +172 -172
  891. package/src/engine-components/Skybox.ts +455 -455
  892. package/src/engine-components/SmoothFollow.ts +76 -76
  893. package/src/engine-components/SpatialTrigger.ts +229 -229
  894. package/src/engine-components/SpectatorCamera.ts +787 -787
  895. package/src/engine-components/SphereCollider.ts +1 -1
  896. package/src/engine-components/SpriteRenderer.ts +468 -468
  897. package/src/engine-components/SyncedCamera.ts +220 -220
  898. package/src/engine-components/SyncedRoom.ts +380 -380
  899. package/src/engine-components/SyncedTransform.ts +378 -378
  900. package/src/engine-components/TestRunner.ts +118 -118
  901. package/src/engine-components/TransformGizmo.ts +219 -219
  902. package/src/engine-components/VideoPlayer.ts +1025 -1025
  903. package/src/engine-components/Voip.ts +363 -363
  904. package/src/engine-components/api.ts +60 -60
  905. package/src/engine-components/avatar/AvatarBlink_Simple.ts +69 -69
  906. package/src/engine-components/avatar/AvatarEyeLook_Rotation.ts +63 -63
  907. package/src/engine-components/avatar/Avatar_Brain_LookAt.ts +139 -139
  908. package/src/engine-components/avatar/Avatar_MouthShapes.ts +83 -83
  909. package/src/engine-components/avatar/Avatar_MustacheShake.ts +31 -31
  910. package/src/engine-components/codegen/components.ts +216 -216
  911. package/src/engine-components/debug/LogStats.ts +21 -21
  912. package/src/engine-components/export/gltf/GltfExport.ts +265 -265
  913. package/src/engine-components/export/usdz/Extension.ts +24 -24
  914. package/src/engine-components/export/usdz/ThreeUSDZExporter.ts +2413 -2413
  915. package/src/engine-components/export/usdz/USDZExporter.ts +705 -705
  916. package/src/engine-components/export/usdz/extensions/Animation.ts +1204 -1204
  917. package/src/engine-components/export/usdz/extensions/DocumentExtension.ts +9 -9
  918. package/src/engine-components/export/usdz/extensions/USDZText.ts +240 -240
  919. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  920. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  921. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  922. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
  923. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +1225 -1225
  924. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  925. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  926. package/src/engine-components/export/usdz/index.ts +2 -2
  927. package/src/engine-components/export/usdz/utils/animationutils.ts +191 -191
  928. package/src/engine-components/export/usdz/utils/quicklook.ts +50 -50
  929. package/src/engine-components/particlesystem/ParticleSystem.ts +1287 -1287
  930. package/src/engine-components/particlesystem/ParticleSystemModules.ts +1765 -1765
  931. package/src/engine-components/particlesystem/ParticleSystemSubEmitter.ts +111 -111
  932. package/src/engine-components/particlesystem/api.ts +1 -1
  933. package/src/engine-components/postprocessing/Effects/Antialiasing.ts +55 -55
  934. package/src/engine-components/postprocessing/Effects/BloomEffect.ts +116 -116
  935. package/src/engine-components/postprocessing/Effects/ChromaticAberration.ts +37 -37
  936. package/src/engine-components/postprocessing/Effects/ColorAdjustments.ts +95 -95
  937. package/src/engine-components/postprocessing/Effects/DepthOfField.ts +103 -103
  938. package/src/engine-components/postprocessing/Effects/EffectWrapper.ts +25 -25
  939. package/src/engine-components/postprocessing/Effects/Pixelation.ts +32 -32
  940. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusion.ts +90 -90
  941. package/src/engine-components/postprocessing/Effects/ScreenspaceAmbientOcclusionN8.ts +191 -191
  942. package/src/engine-components/postprocessing/Effects/Sharpening.ts +138 -138
  943. package/src/engine-components/postprocessing/Effects/TiltShiftEffect.ts +61 -61
  944. package/src/engine-components/postprocessing/Effects/Tonemapping.ts +155 -155
  945. package/src/engine-components/postprocessing/Effects/Vignette.ts +59 -59
  946. package/src/engine-components/postprocessing/PostProcessingEffect.ts +172 -172
  947. package/src/engine-components/postprocessing/PostProcessingHandler.ts +398 -398
  948. package/src/engine-components/postprocessing/Volume.ts +410 -410
  949. package/src/engine-components/postprocessing/VolumeParameter.ts +158 -158
  950. package/src/engine-components/postprocessing/VolumeProfile.ts +61 -61
  951. package/src/engine-components/postprocessing/index.ts +5 -5
  952. package/src/engine-components/postprocessing/utils.ts +52 -52
  953. package/src/engine-components/timeline/PlayableDirector.ts +722 -722
  954. package/src/engine-components/timeline/SignalAsset.ts +144 -144
  955. package/src/engine-components/timeline/TimelineModels.ts +92 -92
  956. package/src/engine-components/timeline/TimelineTracks.ts +967 -967
  957. package/src/engine-components/timeline/index.ts +3 -3
  958. package/src/engine-components/ui/BaseUIComponent.ts +203 -203
  959. package/src/engine-components/ui/Button.ts +307 -307
  960. package/src/engine-components/ui/Canvas.ts +419 -419
  961. package/src/engine-components/ui/CanvasGroup.ts +54 -54
  962. package/src/engine-components/ui/EventSystem.ts +853 -853
  963. package/src/engine-components/ui/Graphic.ts +275 -275
  964. package/src/engine-components/ui/Image.ts +112 -112
  965. package/src/engine-components/ui/InputField.ts +321 -321
  966. package/src/engine-components/ui/Interfaces.ts +57 -57
  967. package/src/engine-components/ui/Layout.ts +334 -334
  968. package/src/engine-components/ui/Outline.ts +13 -13
  969. package/src/engine-components/ui/PointerEvents.ts +206 -206
  970. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  971. package/src/engine-components/ui/Raycaster.ts +102 -102
  972. package/src/engine-components/ui/RectTransform.ts +372 -372
  973. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  974. package/src/engine-components/ui/Text.ts +578 -578
  975. package/src/engine-components/ui/Utils.ts +112 -112
  976. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  977. package/src/engine-components/utils/LookAt.ts +88 -88
  978. package/src/engine-components/utils/OpenURL.ts +114 -114
  979. package/src/engine-components/webxr/Avatar.ts +265 -265
  980. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  981. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  982. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  983. package/src/engine-components/webxr/WebXR.ts +585 -585
  984. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  985. package/src/engine-components/webxr/WebXRImageTracking.ts +518 -518
  986. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  987. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  988. package/src/engine-components/webxr/XRFlag.ts +147 -147
  989. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  990. package/src/engine-components/webxr/controllers/XRControllerModel.ts +374 -374
  991. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  992. package/src/engine-components/webxr/index.ts +2 -2
  993. package/src/engine-components/webxr/types.ts +3 -3
  994. package/src/engine-components-experimental/Presentation.ts +12 -12
  995. package/src/engine-components-experimental/api.ts +4 -4
  996. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  997. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  998. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  999. package/src/engine-schemes/README.md +1 -1
  1000. package/src/engine-schemes/api.ts +12 -12
  1001. package/src/engine-schemes/schemes.ts +28 -28
  1002. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1003. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1004. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1005. package/src/engine-schemes/transform.ts +50 -50
  1006. package/src/engine-schemes/transforms.fbs +25 -25
  1007. package/src/engine-schemes/vec.fbs +19 -19
  1008. package/src/engine-schemes/vec2.ts +33 -33
  1009. package/src/engine-schemes/vec3.ts +38 -38
  1010. package/src/engine-schemes/vec4.ts +43 -43
  1011. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1012. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1013. package/src/include/draco/draco_decoder.js +34 -34
  1014. package/src/include/ktx2/basis_transcoder.js +21 -21
  1015. package/src/include/needle/arial-msdf.json +1471 -1471
  1016. package/src/include/three/DragControls.js +231 -231
  1017. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1018. package/src/needle-engine.ts +70 -70
  1019. package/lib/engine/engine.d.ts +0 -4
  1020. package/lib/engine/engine.js +0 -12
  1021. package/lib/engine/engine.js.map +0 -1
  1022. package/lib/engine/engine_web_api.d.ts +0 -12
  1023. package/lib/engine/engine_web_api.js +0 -113
  1024. package/lib/engine/engine_web_api.js.map +0 -1
  1025. package/lib/engine-components/FlyControls.d.ts +0 -10
  1026. package/lib/engine-components/FlyControls.js +0 -29
  1027. package/lib/engine-components/FlyControls.js.map +0 -1
  1028. package/src/engine-schemes/dist/api.js +0 -17
  1029. package/src/engine-schemes/dist/api.js.meta +0 -7
  1030. package/src/engine-schemes/dist/schemes.js +0 -25
  1031. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1032. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1033. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1034. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1035. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1036. package/src/engine-schemes/dist/transform.js +0 -46
  1037. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1038. package/src/engine-schemes/dist/vec2.js +0 -32
  1039. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1040. package/src/engine-schemes/dist/vec3.js +0 -36
  1041. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1042. package/src/engine-schemes/dist/vec4.js +0 -40
  1043. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1044. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1045. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -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