@needle-tools/engine 4.4.0-beta → 4.4.0-beta.2

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 (1056) hide show
  1. package/CHANGELOG.md +3607 -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 +2256 -2254
  6. package/dist/needle-engine.bundle.light.js +2256 -2254
  7. package/dist/needle-engine.bundle.light.min.js +118 -118
  8. package/dist/needle-engine.bundle.light.umd.cjs +116 -116
  9. package/dist/needle-engine.bundle.min.js +118 -118
  10. package/dist/needle-engine.bundle.umd.cjs +116 -116
  11. package/dist/needle-engine.d.ts +130 -138
  12. package/dist/needle-engine.js +468 -467
  13. package/dist/needle-engine.light.d.ts +130 -138
  14. package/dist/needle-engine.light.js +468 -467
  15. package/dist/needle-engine.light.min.js +1 -1
  16. package/dist/needle-engine.light.umd.cjs +1 -1
  17. package/dist/needle-engine.min.js +1 -1
  18. package/dist/needle-engine.umd.cjs +1 -1
  19. package/dist/postprocessing.js +1673 -1527
  20. package/dist/postprocessing.light.js +1673 -1527
  21. package/dist/postprocessing.light.min.js +80 -66
  22. package/dist/postprocessing.light.umd.cjs +83 -69
  23. package/dist/postprocessing.min.js +80 -66
  24. package/dist/postprocessing.umd.cjs +83 -69
  25. package/dist/vendor.js +1 -1
  26. package/dist/vendor.light.js +1 -1
  27. package/lib/asap/needle-asap.d.ts +1 -1
  28. package/lib/asap/needle-asap.js +95 -95
  29. package/lib/asap/sessiongranted.d.ts +3 -3
  30. package/lib/asap/sessiongranted.js +65 -65
  31. package/lib/asap/utils.d.ts +1 -1
  32. package/lib/asap/utils.js +3 -3
  33. package/lib/engine/analytics/index.d.ts +6 -6
  34. package/lib/engine/analytics/index.js +12 -12
  35. package/lib/engine/analytics/lcp.d.ts +3 -3
  36. package/lib/engine/analytics/lcp.js +34 -34
  37. package/lib/engine/api.d.ts +81 -81
  38. package/lib/engine/api.js +80 -80
  39. package/lib/engine/assets/index.d.ts +11 -11
  40. package/lib/engine/assets/index.js +47 -47
  41. package/lib/engine/assets/static.d.ts +1 -1
  42. package/lib/engine/assets/static.js +4 -4
  43. package/lib/engine/codegen/register_types.d.ts +1 -1
  44. package/lib/engine/codegen/register_types.js +300 -298
  45. package/lib/engine/codegen/register_types.js.map +1 -1
  46. package/lib/engine/debug/debug.d.ts +15 -15
  47. package/lib/engine/debug/debug.js +44 -44
  48. package/lib/engine/debug/debug_console.d.ts +2 -2
  49. package/lib/engine/debug/debug_console.js +307 -307
  50. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  51. package/lib/engine/debug/debug_overlay.js +316 -316
  52. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_spatial_console.js +390 -390
  54. package/lib/engine/debug/index.d.ts +2 -2
  55. package/lib/engine/debug/index.js +2 -2
  56. package/lib/engine/engine_addressables.d.ts +166 -166
  57. package/lib/engine/engine_addressables.js +608 -608
  58. package/lib/engine/engine_animation.d.ts +43 -43
  59. package/lib/engine/engine_animation.js +133 -133
  60. package/lib/engine/engine_application.d.ts +40 -40
  61. package/lib/engine/engine_application.js +104 -104
  62. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  63. package/lib/engine/engine_assetdatabase.js +344 -344
  64. package/lib/engine/engine_audio.d.ts +4 -4
  65. package/lib/engine/engine_audio.js +23 -23
  66. package/lib/engine/engine_camera.d.ts +13 -13
  67. package/lib/engine/engine_camera.js +30 -30
  68. package/lib/engine/engine_components.d.ts +110 -110
  69. package/lib/engine/engine_components.js +380 -380
  70. package/lib/engine/engine_components_internal.d.ts +9 -9
  71. package/lib/engine/engine_components_internal.js +36 -36
  72. package/lib/engine/engine_constants.d.ts +10 -10
  73. package/lib/engine/engine_constants.js +41 -41
  74. package/lib/engine/engine_context.d.ts +345 -345
  75. package/lib/engine/engine_context.js +1515 -1515
  76. package/lib/engine/engine_context_registry.d.ts +71 -71
  77. package/lib/engine/engine_context_registry.js +117 -117
  78. package/lib/engine/engine_coroutine.d.ts +35 -35
  79. package/lib/engine/engine_coroutine.js +52 -52
  80. package/lib/engine/engine_create_objects.d.ts +118 -118
  81. package/lib/engine/engine_create_objects.js +308 -308
  82. package/lib/engine/engine_default_parameters.d.ts +2 -2
  83. package/lib/engine/engine_default_parameters.js +3 -3
  84. package/lib/engine/engine_editor-sync.d.ts +21 -21
  85. package/lib/engine/engine_editor-sync.js +4 -4
  86. package/lib/engine/engine_element.d.ts +113 -113
  87. package/lib/engine/engine_element.js +830 -830
  88. package/lib/engine/engine_element_attributes.d.ts +72 -72
  89. package/lib/engine/engine_element_attributes.js +1 -1
  90. package/lib/engine/engine_element_extras.d.ts +6 -6
  91. package/lib/engine/engine_element_extras.js +13 -13
  92. package/lib/engine/engine_element_loading.d.ts +44 -44
  93. package/lib/engine/engine_element_loading.js +349 -349
  94. package/lib/engine/engine_element_overlay.d.ts +21 -21
  95. package/lib/engine/engine_element_overlay.js +166 -166
  96. package/lib/engine/engine_fileloader.d.ts +2 -2
  97. package/lib/engine/engine_fileloader.js +8 -8
  98. package/lib/engine/engine_gameobject.d.ts +68 -68
  99. package/lib/engine/engine_gameobject.js +591 -591
  100. package/lib/engine/engine_generic_utils.d.ts +1 -1
  101. package/lib/engine/engine_generic_utils.js +13 -13
  102. package/lib/engine/engine_gizmos.d.ts +149 -149
  103. package/lib/engine/engine_gizmos.js +530 -530
  104. package/lib/engine/engine_gltf.d.ts +12 -12
  105. package/lib/engine/engine_gltf.js +15 -15
  106. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  107. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  108. package/lib/engine/engine_hot_reload.d.ts +7 -7
  109. package/lib/engine/engine_hot_reload.js +184 -184
  110. package/lib/engine/engine_input.d.ts +352 -352
  111. package/lib/engine/engine_input.js +1265 -1265
  112. package/lib/engine/engine_input_utils.d.ts +2 -2
  113. package/lib/engine/engine_input_utils.js +22 -22
  114. package/lib/engine/engine_instancing.d.ts +19 -19
  115. package/lib/engine/engine_instancing.js +39 -39
  116. package/lib/engine/engine_license.d.ts +9 -9
  117. package/lib/engine/engine_license.js +320 -320
  118. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  119. package/lib/engine/engine_lifecycle_api.js +99 -99
  120. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  121. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  122. package/lib/engine/engine_lightdata.d.ts +23 -23
  123. package/lib/engine/engine_lightdata.js +91 -91
  124. package/lib/engine/engine_loaders.d.ts +13 -13
  125. package/lib/engine/engine_loaders.js +62 -62
  126. package/lib/engine/engine_lods.d.ts +31 -31
  127. package/lib/engine/engine_lods.js +146 -146
  128. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  129. package/lib/engine/engine_mainloop_utils.js +466 -466
  130. package/lib/engine/engine_math.d.ts +114 -114
  131. package/lib/engine/engine_math.js +247 -247
  132. package/lib/engine/engine_modules.d.ts +36 -36
  133. package/lib/engine/engine_modules.js +85 -85
  134. package/lib/engine/engine_networking.d.ts +252 -252
  135. package/lib/engine/engine_networking.js +743 -743
  136. package/lib/engine/engine_networking_auto.d.ts +24 -24
  137. package/lib/engine/engine_networking_auto.js +310 -310
  138. package/lib/engine/engine_networking_blob.d.ts +48 -48
  139. package/lib/engine/engine_networking_blob.js +212 -212
  140. package/lib/engine/engine_networking_files.d.ts +35 -35
  141. package/lib/engine/engine_networking_files.js +172 -172
  142. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  143. package/lib/engine/engine_networking_files_default_components.js +42 -42
  144. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  145. package/lib/engine/engine_networking_instantiate.js +345 -345
  146. package/lib/engine/engine_networking_peer.d.ts +15 -15
  147. package/lib/engine/engine_networking_peer.js +132 -132
  148. package/lib/engine/engine_networking_streams.d.ts +123 -123
  149. package/lib/engine/engine_networking_streams.js +645 -645
  150. package/lib/engine/engine_networking_types.d.ts +22 -22
  151. package/lib/engine/engine_networking_types.js +7 -7
  152. package/lib/engine/engine_networking_utils.d.ts +2 -2
  153. package/lib/engine/engine_networking_utils.js +20 -20
  154. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  155. package/lib/engine/engine_networking_websocket.js +2 -2
  156. package/lib/engine/engine_patcher.d.ts +10 -10
  157. package/lib/engine/engine_patcher.js +142 -142
  158. package/lib/engine/engine_physics.d.ts +152 -152
  159. package/lib/engine/engine_physics.js +645 -645
  160. package/lib/engine/engine_physics.types.d.ts +40 -40
  161. package/lib/engine/engine_physics.types.js +33 -33
  162. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  163. package/lib/engine/engine_physics_rapier.js +1432 -1432
  164. package/lib/engine/engine_playerview.d.ts +26 -26
  165. package/lib/engine/engine_playerview.js +64 -64
  166. package/lib/engine/engine_scenelighting.d.ts +71 -71
  167. package/lib/engine/engine_scenelighting.js +226 -226
  168. package/lib/engine/engine_scenetools.d.ts +50 -50
  169. package/lib/engine/engine_scenetools.js +321 -321
  170. package/lib/engine/engine_serialization.d.ts +3 -3
  171. package/lib/engine/engine_serialization.js +3 -3
  172. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  173. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  174. package/lib/engine/engine_serialization_core.d.ts +85 -85
  175. package/lib/engine/engine_serialization_core.js +602 -602
  176. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  177. package/lib/engine/engine_serialization_decorator.js +66 -66
  178. package/lib/engine/engine_setup.d.ts +1 -1
  179. package/lib/engine/engine_setup.js +2 -2
  180. package/lib/engine/engine_shaders.d.ts +53 -53
  181. package/lib/engine/engine_shaders.js +252 -252
  182. package/lib/engine/engine_shims.d.ts +4 -4
  183. package/lib/engine/engine_shims.js +24 -24
  184. package/lib/engine/engine_test_utils.d.ts +39 -39
  185. package/lib/engine/engine_test_utils.js +83 -83
  186. package/lib/engine/engine_texture.d.ts +28 -28
  187. package/lib/engine/engine_texture.js +64 -64
  188. package/lib/engine/engine_three_utils.d.ts +201 -201
  189. package/lib/engine/engine_three_utils.js +731 -731
  190. package/lib/engine/engine_time.d.ts +51 -51
  191. package/lib/engine/engine_time.js +82 -82
  192. package/lib/engine/engine_time_utils.d.ts +88 -88
  193. package/lib/engine/engine_time_utils.js +215 -215
  194. package/lib/engine/engine_tonemapping.d.ts +2 -2
  195. package/lib/engine/engine_tonemapping.js +194 -194
  196. package/lib/engine/engine_types.d.ts +572 -572
  197. package/lib/engine/engine_types.js +88 -88
  198. package/lib/engine/engine_typestore.d.ts +28 -28
  199. package/lib/engine/engine_typestore.js +55 -55
  200. package/lib/engine/engine_util_decorator.d.ts +13 -13
  201. package/lib/engine/engine_util_decorator.js +116 -116
  202. package/lib/engine/engine_utils.d.ts +266 -266
  203. package/lib/engine/engine_utils.js +878 -878
  204. package/lib/engine/engine_utils_format.d.ts +21 -21
  205. package/lib/engine/engine_utils_format.js +193 -193
  206. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  207. package/lib/engine/engine_utils_screenshot.js +513 -513
  208. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  209. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  210. package/lib/engine/engine_xr.d.ts +1 -1
  211. package/lib/engine/engine_xr.js +1 -1
  212. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  213. package/lib/engine/export/gltf/Writers.js +24 -24
  214. package/lib/engine/export/gltf/index.d.ts +11 -11
  215. package/lib/engine/export/gltf/index.js +123 -123
  216. package/lib/engine/export/index.d.ts +2 -2
  217. package/lib/engine/export/index.js +2 -2
  218. package/lib/engine/export/state.d.ts +7 -7
  219. package/lib/engine/export/state.js +17 -17
  220. package/lib/engine/export/utils.d.ts +2 -2
  221. package/lib/engine/export/utils.js +7 -7
  222. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  223. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  224. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  225. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  226. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  227. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  228. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  229. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  230. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  231. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  232. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  233. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  234. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  235. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  236. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  237. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  238. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  239. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  240. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  241. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  242. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  243. package/lib/engine/extensions/extension_resolver.js +1 -1
  244. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  245. package/lib/engine/extensions/extension_utils.js +152 -152
  246. package/lib/engine/extensions/extensions.d.ts +31 -31
  247. package/lib/engine/extensions/extensions.js +103 -103
  248. package/lib/engine/extensions/index.d.ts +6 -6
  249. package/lib/engine/extensions/index.js +6 -6
  250. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  251. package/lib/engine/extensions/usage_tracker.js +65 -65
  252. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  253. package/lib/engine/js-extensions/Camera.js +39 -39
  254. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  255. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  256. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  257. package/lib/engine/js-extensions/Layers.js +22 -22
  258. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  259. package/lib/engine/js-extensions/Object3D.js +136 -136
  260. package/lib/engine/js-extensions/RGBAColor.d.ts +22 -22
  261. package/lib/engine/js-extensions/RGBAColor.js +62 -62
  262. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  263. package/lib/engine/js-extensions/Vector.js +13 -13
  264. package/lib/engine/js-extensions/index.d.ts +5 -5
  265. package/lib/engine/js-extensions/index.js +5 -5
  266. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  267. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +75 -75
  268. package/lib/engine/shaders/shaderData.d.ts +55 -55
  269. package/lib/engine/shaders/shaderData.js +58 -58
  270. package/lib/engine/tests/test_utils.d.ts +2 -2
  271. package/lib/engine/tests/test_utils.js +53 -53
  272. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  273. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  274. package/lib/engine/webcomponents/api.d.ts +5 -5
  275. package/lib/engine/webcomponents/api.js +4 -4
  276. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  277. package/lib/engine/webcomponents/buttons.js +237 -237
  278. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  279. package/lib/engine/webcomponents/fonts.js +32 -32
  280. package/lib/engine/webcomponents/icons.d.ts +9 -9
  281. package/lib/engine/webcomponents/icons.js +52 -52
  282. package/lib/engine/webcomponents/index.d.ts +1 -1
  283. package/lib/engine/webcomponents/index.js +1 -1
  284. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  285. package/lib/engine/webcomponents/logo-element.js +67 -67
  286. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  287. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  288. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +151 -151
  289. package/lib/engine/webcomponents/needle menu/needle-menu.js +1018 -1018
  290. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  291. package/lib/engine/webcomponents/needle-button.js +161 -161
  292. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  293. package/lib/engine/xr/NeedleXRController.js +1008 -1008
  294. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  295. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  296. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  297. package/lib/engine/xr/NeedleXRSync.js +188 -188
  298. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  299. package/lib/engine/xr/SceneTransition.js +69 -69
  300. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  301. package/lib/engine/xr/TempXRContext.js +187 -187
  302. package/lib/engine/xr/XRRig.d.ts +7 -7
  303. package/lib/engine/xr/XRRig.js +1 -1
  304. package/lib/engine/xr/api.d.ts +6 -6
  305. package/lib/engine/xr/api.js +6 -6
  306. package/lib/engine/xr/events.d.ts +66 -66
  307. package/lib/engine/xr/events.js +93 -93
  308. package/lib/engine/xr/internal.d.ts +12 -12
  309. package/lib/engine/xr/internal.js +25 -25
  310. package/lib/engine/xr/usdz.d.ts +12 -12
  311. package/lib/engine/xr/usdz.js +29 -29
  312. package/lib/engine/xr/utils.d.ts +11 -11
  313. package/lib/engine/xr/utils.js +34 -34
  314. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  315. package/lib/engine-components/AlignmentConstraint.js +39 -39
  316. package/lib/engine-components/Animation.d.ts +156 -156
  317. package/lib/engine-components/Animation.js +508 -508
  318. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  319. package/lib/engine-components/AnimationCurve.js +159 -159
  320. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  321. package/lib/engine-components/AnimationUtils.js +27 -27
  322. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  323. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  324. package/lib/engine-components/Animator.d.ts +217 -217
  325. package/lib/engine-components/Animator.js +354 -354
  326. package/lib/engine-components/AnimatorController.d.ts +227 -227
  327. package/lib/engine-components/AnimatorController.js +1152 -1152
  328. package/lib/engine-components/AudioListener.d.ts +33 -33
  329. package/lib/engine-components/AudioListener.js +86 -86
  330. package/lib/engine-components/AudioSource.d.ts +217 -217
  331. package/lib/engine-components/AudioSource.js +627 -627
  332. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  333. package/lib/engine-components/AvatarLoader.js +231 -231
  334. package/lib/engine-components/AxesHelper.d.ts +32 -32
  335. package/lib/engine-components/AxesHelper.js +67 -67
  336. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  337. package/lib/engine-components/BasicIKConstraint.js +43 -43
  338. package/lib/engine-components/BoxCollider.d.ts +2 -2
  339. package/lib/engine-components/BoxCollider.js +2 -2
  340. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  341. package/lib/engine-components/BoxHelperComponent.js +102 -102
  342. package/lib/engine-components/Camera.d.ts +231 -231
  343. package/lib/engine-components/Camera.js +694 -694
  344. package/lib/engine-components/CameraUtils.d.ts +1 -1
  345. package/lib/engine-components/CameraUtils.js +127 -127
  346. package/lib/engine-components/CameraUtils.js.map +1 -1
  347. package/lib/engine-components/CharacterController.d.ts +55 -55
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  1019. package/src/engine-schemes/vec2.ts +33 -33
  1020. package/src/engine-schemes/vec3.ts +38 -38
  1021. package/src/engine-schemes/vec4.ts +43 -43
  1022. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1023. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1024. package/src/include/draco/draco_decoder.js +34 -34
  1025. package/src/include/ktx2/basis_transcoder.js +21 -21
  1026. package/src/include/needle/arial-msdf.json +1471 -1471
  1027. package/src/include/three/DragControls.js +231 -231
  1028. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1029. package/src/needle-engine.ts +70 -70
  1030. package/lib/engine/engine.d.ts +0 -4
  1031. package/lib/engine/engine.js +0 -12
  1032. package/lib/engine/engine.js.map +0 -1
  1033. package/lib/engine/engine_web_api.d.ts +0 -12
  1034. package/lib/engine/engine_web_api.js +0 -113
  1035. package/lib/engine/engine_web_api.js.map +0 -1
  1036. package/lib/engine-components/FlyControls.d.ts +0 -10
  1037. package/lib/engine-components/FlyControls.js +0 -29
  1038. package/lib/engine-components/FlyControls.js.map +0 -1
  1039. package/src/engine-schemes/dist/api.js +0 -17
  1040. package/src/engine-schemes/dist/api.js.meta +0 -7
  1041. package/src/engine-schemes/dist/schemes.js +0 -25
  1042. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1043. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1044. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1045. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1046. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1047. package/src/engine-schemes/dist/transform.js +0 -46
  1048. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1049. package/src/engine-schemes/dist/vec2.js +0 -32
  1050. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1051. package/src/engine-schemes/dist/vec3.js +0 -36
  1052. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1053. package/src/engine-schemes/dist/vec4.js +0 -40
  1054. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1055. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1056. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,1579 +1,1579 @@
1
- import type { Ball, Collider, ColliderDesc, Cuboid, EventQueue, QueryFilterFlags, Ray, RigidBody, RigidBodyDesc, World } from '@dimforge/rapier3d-compat';
2
- import { BufferAttribute, BufferGeometry, InterleavedBufferAttribute, LineBasicMaterial, LineSegments, Matrix4, Mesh, Object3D, Quaternion, Vector3 } from 'three'
3
- import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'
4
-
5
- import { CollisionDetectionMode, PhysicsMaterialCombine } from '../engine/engine_physics.types.js';
6
- import { MeshCollider } from '../engine-components/Collider.js';
7
- import { isDevEnvironment } from './debug/debug.js';
8
- import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
9
- import { foreachComponent } from './engine_gameobject.js';
10
- import { Gizmos } from './engine_gizmos.js';
11
- import { Mathf } from './engine_math.js';
12
- import { MODULES } from './engine_modules.js';
13
- import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPositionXYZ, setWorldQuaternionXYZW } from "./engine_three_utils.js"
14
- import type {
15
- IBoxCollider,
16
- ICollider,
17
- IComponent,
18
- IContext,
19
- IGameObject,
20
- IPhysicsEngine,
21
- IRigidbody,
22
- ISphereCollider,
23
- Vec2,
24
- Vec3,
25
- } from './engine_types.js';
26
- import { Collision, ContactPoint } from './engine_types.js';
27
- import { SphereOverlapResult } from './engine_types.js';
28
- import { CircularBuffer, getParam } from "./engine_utils.js"
29
-
30
- const debugPhysics = getParam("debugphysics");
31
- const debugColliderPlacement = getParam("debugcolliderplacement");
32
- const debugCollisions = getParam("debugcollisions");
33
- const showColliders = getParam("showcolliders");
34
- const showPhysicsRaycasts = getParam("debugraycasts");
35
-
36
-
37
- /** on physics body and references the needle component */
38
- const $componentKey = Symbol("needle component");
39
- /** on needle component and references physics body */
40
- const $bodyKey = Symbol("physics body");
41
- const $colliderRigidbody = Symbol("rigidbody");
42
-
43
-
44
- declare const NEEDLE_USE_RAPIER: boolean;
45
- globalThis["NEEDLE_USE_RAPIER"] = globalThis["NEEDLE_USE_RAPIER"] !== undefined ? globalThis["NEEDLE_USE_RAPIER"] : true;
46
- if (debugPhysics)
47
- console.log("Use Rapier", NEEDLE_USE_RAPIER, globalThis["NEEDLE_USE_RAPIER"])
48
-
49
- if (NEEDLE_USE_RAPIER) {
50
- ContextRegistry.registerCallback(ContextEvent.ContextCreationStart, evt => {
51
- if (debugPhysics)
52
- console.log("Register rapier physics backend")
53
- evt.context.physics.engine = new RapierPhysics(evt.context);
54
- // We do not initialize physics immediately to avoid loading the physics engine if it is not needed
55
- });
56
- }
57
-
58
-
59
- declare type PhysicsBody = {
60
- translation(): { x: number, y: number, z: number }
61
- rotation(): { x: number, y: number, z: number, w: number }
62
- }
63
-
64
- export class RapierPhysics implements IPhysicsEngine {
65
-
66
- debugRenderColliders: boolean = false;
67
- debugRenderRaycasts: boolean = false;
68
-
69
- removeBody(obj: IComponent) {
70
- if (!obj) return;
71
- this.validate();
72
- const body = obj[$bodyKey];
73
- obj[$bodyKey] = null;
74
- if (body && this.world) {
75
- const index = this.objects.findIndex(o => o === obj);
76
- if (index >= 0) {
77
- const rapierBody = this.bodies[index];
78
- // Remove references
79
- this.bodies.splice(index, 1);
80
- this.objects.splice(index, 1);
81
-
82
-
83
- // Remove the collider from the physics world
84
- if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
85
- const rapierCollider = rapierBody as Collider;
86
- this.world?.removeCollider(rapierCollider, true);
87
-
88
- // also remove the rigidbody if it doesnt have colliders anymore
89
- const rapierRigidbody: RigidBody | null = rapierCollider.parent();
90
- if (rapierRigidbody && rapierRigidbody.numColliders() <= 0) {
91
- const rigidbody = rapierRigidbody[$componentKey] as IRigidbody;
92
- if (rigidbody) {
93
- // 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
94
- }
95
- else {
96
- // But if there is no explicit rigidbody needle component then the colliders did create it implictly and thus we need to remove it here:
97
- this.world?.removeRigidBody(rapierRigidbody);
98
- }
99
- }
100
- }
101
- // Remove the rigidbody from the physics world
102
- else if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
103
- if (rapierBody.numColliders() <= 0) {
104
- this.world?.removeRigidBody(rapierBody);
105
- }
106
- else {
107
- if (isDevEnvironment()) {
108
- if (!rapierBody["did_log_removing"]) {
109
- setTimeout(() => {
110
- if (rapierBody.numColliders() > 0) {
111
- rapierBody["did_log_removing"] = true;
112
- console.warn("RapierPhysics: removing rigidbody with colliders from the physics world is not possible right now, please remove the colliders first");
113
- }
114
- }, 1);
115
-
116
- }
117
- }
118
- }
119
- }
120
- }
121
- }
122
- }
123
-
124
- updateBody(comp: ICollider | IRigidbody, translation: boolean, rotation: boolean) {
125
- this.validate();
126
- if (!this.enabled) return;
127
- if (comp.destroyed || !comp.gameObject) return;
128
- if (!translation && !rotation) return;
129
-
130
- if ((comp as ICollider).isCollider === true) {
131
- // const collider = comp as ICollider;
132
- console.warn("TODO: implement updating collider position");
133
- }
134
- else {
135
- const rigidbody = comp as IRigidbody;
136
- const body = rigidbody[$bodyKey];
137
- if (body) {
138
- this.syncPhysicsBody(rigidbody.gameObject, body, translation, rotation);
139
- }
140
- }
141
- }
142
-
143
- updateProperties(obj: IRigidbody | ICollider) {
144
- this.validate();
145
-
146
- if ((obj as ICollider).isCollider) {
147
- const col = obj as ICollider;
148
- const body = col[$bodyKey];
149
- if (body) {
150
- this.internalUpdateColliderProperties(col, body);
151
- if (col.sharedMaterial)
152
- this.updatePhysicsMaterial(col);
153
- }
154
- }
155
- else {
156
- const rb = obj as IRigidbody;
157
- const physicsBody = this.internal_getRigidbody(rb);
158
- if (physicsBody) {
159
- this.internalUpdateRigidbodyProperties(rb, physicsBody);
160
- }
161
- }
162
- }
163
- addForce(rigidbody: IRigidbody, force: Vec3, wakeup: boolean) {
164
- this.validate();
165
- const body = this.internal_getRigidbody(rigidbody);
166
- if (body) body.addForce(force, wakeup)
167
- else console.warn("Rigidbody doesn't exist: can not apply force (does your object with the Rigidbody have a collider?)");
168
- }
169
- addImpulse(rigidbody: IRigidbody, force: Vec3, wakeup: boolean) {
170
- this.validate();
171
- const body = this.internal_getRigidbody(rigidbody);
172
- if (body) body.applyImpulse(force, wakeup);
173
- else console.warn("Rigidbody doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
174
- }
175
- getLinearVelocity(comp: IRigidbody | ICollider): Vec3 | null {
176
- this.validate();
177
- const body = this.internal_getRigidbody(comp);
178
- if (body) {
179
- const vel = body.linvel();
180
- return vel;
181
- }
182
- // else console.warn("Rigidbody doesn't exist: can not get linear velocity (does your object with the Rigidbody have a collider?)");
183
- return null;
184
- }
185
- getAngularVelocity(rb: IRigidbody): Vec3 | null {
186
- this.validate();
187
- const body = this.internal_getRigidbody(rb);
188
- if (body) {
189
- const vel = body.angvel();
190
- return vel;
191
- }
192
- // else console.warn("Rigidbody doesn't exist: can not get angular velocity (does your object with the Rigidbody have a collider?)");
193
- return null;
194
- }
195
- resetForces(rb: IRigidbody, wakeup: boolean) {
196
- this.validate();
197
- const body = this.internal_getRigidbody(rb);
198
- body?.resetForces(wakeup);
199
- }
200
- resetTorques(rb: IRigidbody, wakeup: boolean) {
201
- this.validate();
202
- const body = this.internal_getRigidbody(rb);
203
- body?.resetTorques(wakeup);
204
- }
205
- applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
206
- this.validate();
207
- const body = this.internal_getRigidbody(rb);
208
- if (body) body.applyImpulse(vec, wakeup);
209
- else console.warn("Rigidbody doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
210
- }
211
-
212
- wakeup(rb: IRigidbody) {
213
- this.validate();
214
- const body = this.internal_getRigidbody(rb);
215
- if (body) body.wakeUp();
216
- else console.warn("Rigidbody doesn't exist: can not wake up (does your object with the Rigidbody have a collider?)");
217
- }
218
- isSleeping(rb: IRigidbody) {
219
- this.validate();
220
- const body = this.internal_getRigidbody(rb);
221
- return body?.isSleeping();
222
- }
223
- setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
224
- this.validate();
225
- const body = this.internal_getRigidbody(rb);
226
- if (body) body.setAngvel(vec, wakeup);
227
- else console.warn("Rigidbody doesn't exist: can not set angular velocity (does your object with the Rigidbody have a collider?)");
228
- }
229
- setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
230
- this.validate();
231
- const body = this.internal_getRigidbody(rb);
232
- if (body) body.setLinvel(vec, wakeup);
233
- else console.warn("Rigidbody doesn't exist: can not set linear velocity (does your object with the Rigidbody have a collider?)");
234
- }
235
-
236
- private readonly context?: IContext;
237
- private _initializePromise?: Promise<boolean>;
238
- private _isInitialized: boolean = false;
239
-
240
- constructor(ctx: IContext) {
241
- this.context = ctx;
242
- }
243
-
244
- get isInitialized() { return this._isInitialized; }
245
-
246
- async initialize() {
247
- if (!this._initializePromise)
248
- this._initializePromise = this.internalInitialization();
249
- return this._initializePromise;
250
- }
251
-
252
- private async internalInitialization() {
253
- if (getParam("__nophysics")) {
254
- console.warn("Physics are disabled");
255
- return false;
256
- }
257
- if (debugPhysics) console.log("Initialize rapier physics engine");
258
- // NEEDLE_PHYSICS_INIT_START
259
- // use .env file with VITE_NEEDLE_USE_RAPIER=false to treeshake rapier
260
- // @ts-ignore
261
- if ("env" in import.meta && import.meta.env.VITE_NEEDLE_USE_RAPIER === "false") {
262
- if (debugPhysics) console.log("Rapier disabled");
263
- return false;
264
- }
265
- // Can be transformed during build time to disable rapier
266
- if (!NEEDLE_USE_RAPIER) return false;
267
- if (this._hasCreatedWorld) {
268
- console.error("Invalid call to create physics world: world is already created");
269
- return true;
270
- }
271
- this._hasCreatedWorld = true;
272
- if (MODULES.RAPIER_PHYSICS.MAYBEMODULE == undefined) {
273
- if (debugPhysics) console.trace("Loading rapier physics engine");
274
- const module = await MODULES.RAPIER_PHYSICS.load();
275
- await module.init();
276
- }
277
- if (debugPhysics) console.log("Physics engine initialized, creating world...");
278
- this._world = new MODULES.RAPIER_PHYSICS.MODULE.World(this._gravity);
279
- this.rapierRay = new MODULES.RAPIER_PHYSICS.MODULE.Ray({ x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 1 });
280
- this.enabled = true;
281
- this._isInitialized = true;
282
- if (debugPhysics) console.log("Physics world created");
283
- return true;
284
- // NEEDLE_PHYSICS_INIT_END
285
- }
286
-
287
- /** Check is the physics engine has been initialized and the call can be made */
288
- private validate() {
289
- if (!this._isInitialized) {
290
- if (debugPhysics) {
291
- this["_lastWarnTime"] = this["_lastWarnTime"] ?? 0;
292
- if (Date.now() - this["_lastWarnTime"] > 1000) {
293
- this["_lastWarnTime"] = Date.now();
294
- console.warn("Physics engine is not initialized");
295
- }
296
- }
297
- }
298
- }
299
-
300
-
301
- private rapierRay!: Ray;
302
- private raycastVectorsBuffer = new CircularBuffer(() => new Vector3(), 10);
303
-
304
- public raycast(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
305
- maxDistance?: number,
306
- /** True if you want to also hit objects when the raycast starts from inside a collider */
307
- solid?: boolean,
308
- queryFilterFlags?: QueryFilterFlags,
309
- filterGroups?: number,
310
- /** Return false to ignore this collider */
311
- filterPredicate?: (c: ICollider) => boolean,
312
- /** When enabled the hit object's layer will be tested. If layer 2 is enabled the object will be ignored (Layer 2 == IgnoreRaycast)
313
- * If not set the raycast will ignore objects in the IgnoreRaycast layer (default: true)
314
- * @default undefined
315
- */
316
- useIgnoreRaycastLayer?: boolean
317
- })
318
- : null | { point: Vector3, collider: ICollider } {
319
-
320
- if (!this._isInitialized) {
321
- console.log("Physics engine is not initialized");
322
- return null;
323
- }
324
-
325
- let maxDistance = options?.maxDistance;
326
- let solid = options?.solid;
327
-
328
- if (maxDistance === undefined) maxDistance = Infinity;
329
- if (solid === undefined) solid = true;
330
-
331
- const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
332
- if (!ray) return null;
333
-
334
- if (this.debugRenderRaycasts || showPhysicsRaycasts) Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
335
-
336
- const hit = this.world?.castRay(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
337
- const component = c[$componentKey];
338
- if (options?.filterPredicate) return options.filterPredicate(component);
339
- if (options?.useIgnoreRaycastLayer !== false) {
340
- // ignore objects in the IgnoreRaycast=2 layer
341
- return !component?.gameObject.layers.isEnabled(2);
342
- }
343
- return true;
344
- });
345
- if (hit) {
346
- const point = ray.pointAt(hit.timeOfImpact);
347
- const vec = this.raycastVectorsBuffer.get();
348
- vec.set(point.x, point.y, point.z);
349
- return { point: vec, collider: hit.collider[$componentKey] };
350
- }
351
-
352
- return null;
353
- }
354
-
355
- public raycastAndGetNormal(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
356
- maxDistance?: number,
357
- /** True if you want to also hit objects when the raycast starts from inside a collider */
358
- solid?: boolean,
359
- queryFilterFlags?: QueryFilterFlags,
360
- filterGroups?: number,
361
- /** Return false to ignore this collider */
362
- filterPredicate?: (c: ICollider) => boolean,
363
- /** When enabled the hit object's layer will be tested. If layer 2 is enabled the object will be ignored (Layer 2 == IgnoreRaycast)
364
- * If not set the raycast will ignore objects in the IgnoreRaycast layer (default: true)
365
- * @default undefined
366
- */
367
- useIgnoreRaycastLayer?: boolean
368
- })
369
- : null | { point: Vector3, normal: Vector3, collider: ICollider } {
370
-
371
- if (!this._isInitialized) {
372
- return null;
373
- }
374
-
375
- let maxDistance = options?.maxDistance;
376
- let solid = options?.solid;
377
-
378
- if (maxDistance === undefined) maxDistance = Infinity;
379
- if (solid === undefined) solid = true;
380
-
381
- const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
382
- if (!ray) return null;
383
-
384
- if (this.debugRenderRaycasts || showPhysicsRaycasts) Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
385
-
386
- const hit = this.world?.castRayAndGetNormal(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
387
- const component = c[$componentKey];
388
- if (options?.filterPredicate) return options.filterPredicate(component);
389
- if (options?.useIgnoreRaycastLayer !== false) {
390
- // ignore objects in the IgnoreRaycast=2 layer
391
- return !component?.gameObject.layers.isEnabled(2);
392
- }
393
- return true;
394
- });
395
- if (hit) {
396
- const point = ray.pointAt(hit.timeOfImpact);
397
- const normal = hit.normal;
398
- const vec = this.raycastVectorsBuffer.get();
399
- const nor = this.raycastVectorsBuffer.get();
400
- vec.set(point.x, point.y, point.z);
401
- nor.set(normal.x, normal.y, normal.z);
402
- return { point: vec, normal: nor, collider: hit.collider[$componentKey] };
403
- }
404
- return null;
405
- }
406
-
407
- private getPhysicsRay(ray: Ray, origin?: Vec2 | Vec3, direction?: Vec3): Ray | null {
408
- const cam = this.context?.mainCamera;
409
- if (origin === undefined) {
410
- const pos = this.context?.input.getPointerPosition(0);
411
- if (pos) origin = pos;
412
- else return null;
413
- }
414
- // if we get origin in 2d space we need to project it to 3d space
415
- if (origin["z"] === undefined) {
416
- if (!cam) {
417
- console.error("Can not perform raycast from 2d point - no main camera found");
418
- return null;
419
- }
420
- const vec3 = this.raycastVectorsBuffer.get();
421
- vec3.x = origin.x;
422
- vec3.y = origin.y;
423
- vec3.z = 0;
424
- // if the origin is in screen space we need to convert it to raycaster space
425
- if (vec3.x > 1 || vec3.y > 1 || vec3.y < -1 || vec3.x < -1) {
426
- if (debugPhysics) console.warn("Converting screenspace to raycast space", vec3)
427
- this.context?.input.convertScreenspaceToRaycastSpace(vec3);
428
- }
429
- vec3.unproject(cam);
430
- origin = vec3;
431
- }
432
-
433
- const o = origin as Vec3;
434
-
435
- ray.origin.x = o.x;
436
- ray.origin.y = o.y;
437
- ray.origin.z = o.z;
438
- const vec = this.raycastVectorsBuffer.get();
439
- if (direction)
440
- vec.set(direction.x, direction.y, direction.z);
441
- else {
442
- if (!cam) {
443
- console.error("Can not perform raycast - no camera found");
444
- return null;
445
- }
446
- vec.set(ray.origin.x, ray.origin.y, ray.origin.z);
447
- const camPosition = getWorldPosition(cam);
448
- vec.sub(camPosition);
449
- }
450
- // we need to normalize the ray because our input is a max travel length and the direction may be not normalized
451
- vec.normalize();
452
- ray.dir.x = vec.x;
453
- ray.dir.y = vec.y;
454
- ray.dir.z = vec.z;
455
- // Gizmos.DrawRay(ray.origin, ray.dir, 0xff0000, Infinity);
456
- return ray;
457
- }
458
-
459
-
460
- private rapierSphere: Ball | null = null;
461
- private readonly rapierColliderArray: Array<SphereOverlapResult> = [];
462
- private readonly rapierIdentityRotation = { x: 0, y: 0, z: 0, w: 1 };
463
- private readonly rapierForwardVector = { x: 0, y: 0, z: 1 };
464
- /** Precice sphere overlap detection using rapier against colliders
465
- * @param point center of the sphere in worldspace
466
- * @param radius radius of the sphere
467
- * @returns array of colliders that overlap with the sphere. Note: they currently only contain the collider and the gameobject
468
- */
469
- public sphereOverlap(point: Vector3, radius: number): Array<SphereOverlapResult> {
470
- this.rapierColliderArray.length = 0;
471
- if (!this._isInitialized) {
472
- return this.rapierColliderArray;
473
- }
474
- if (!this.world) return this.rapierColliderArray;
475
- this.rapierSphere ??= new MODULES.RAPIER_PHYSICS.MODULE.Ball(radius);
476
- this.rapierSphere.radius = radius;
477
-
478
- if (this.debugRenderRaycasts || showPhysicsRaycasts) Gizmos.DrawWireSphere(point, radius, 0x3344ff, 1);
479
- this.world.intersectionsWithShape(point,
480
- this.rapierIdentityRotation,
481
- this.rapierSphere,
482
- col => {
483
- const collider = col[$componentKey] as ICollider
484
- // if (collider.gameObject.layers.isEnabled(2)) return true;
485
- const intersection = new SphereOverlapResult(collider.gameObject, collider);
486
- this.rapierColliderArray.push(intersection);
487
- return true; // Return `false` instead if we want to stop searching for other colliders that contain this point.
488
- },
489
- // TODO: it seems as QueryFilterFlags.EXCLUDE_SENSORS also excludes DYNAMIC Rigidbodies (only if they're set to kinematic)
490
- undefined, // QueryFilterFlags.EXCLUDE_SENSORS,
491
- undefined, undefined, undefined,
492
- col => {
493
- // we don't want to raycast against triggers (see comment about Exclude Sensors above)
494
- if (col.isSensor()) return false;
495
- const collider = col[$componentKey] as ICollider
496
- return collider.gameObject.layers.isEnabled(2) == false
497
- }
498
- );
499
- return this.rapierColliderArray;
500
-
501
-
502
- // TODO: this only returns one hit
503
- // let filterGroups = 0xffffffff;
504
- // filterGroups &= ~(1 << 2);
505
- // const hit: ShapeColliderTOI | null = this.world.castShape(point,
506
- // this.rapierIdentityRotation,
507
- // this.rapierForwardVector,
508
- // this.rapierSphere,
509
- // 0,
510
- // QueryFilterFlags.EXCLUDE_SENSORS,
511
- // // filterGroups,
512
- // );
513
- // // console.log(hit);
514
- // if (hit) {
515
- // const collider = hit.collider[$componentKey] as ICollider
516
- // const intersection = new SphereOverlapResult(collider.gameObject);
517
- // this.rapierColliderArray.push(intersection);
518
- // // const localpt = hit.witness2;
519
- // // // const normal = hit.normal2;
520
- // // const hitPoint = new Vector3(localpt.x, localpt.y, localpt.z);
521
- // // // collider.gameObject.localToWorld(hitPoint);
522
- // // // const normalPt = new Vector3(normal.x, normal.y, normal.z);
523
- // // // const mat = new Matrix4().setPosition(point).scale(new Vector3(radius, radius, radius));
524
- // // // hitPoint.applyMatrix4(mat);
525
- // // console.log(hit.witness2)
526
- // // // hitPoint.add(point);
527
- // // const dist = hitPoint.distanceTo(point);
528
- // }
529
-
530
- // return this.rapierColliderArray;
531
- }
532
-
533
-
534
-
535
-
536
- // physics simulation
537
-
538
- enabled: boolean = false;
539
- /** Get access to the rapier world */
540
- public get world(): World | undefined { return this._world };
541
-
542
- private _tempPosition: Vector3 = new Vector3();
543
- private _tempQuaternion: Quaternion = new Quaternion();
544
- private _tempScale: Vector3 = new Vector3();
545
- private _tempMatrix: Matrix4 = new Matrix4();
546
-
547
- private static _didLoadPhysicsEngine: boolean = false;
548
-
549
- private _isUpdatingPhysicsWorld: boolean = false;
550
- get isUpdating(): boolean { return this._isUpdatingPhysicsWorld; }
551
-
552
-
553
- private _world?: World;
554
- private _hasCreatedWorld: boolean = false;
555
- private eventQueue?: EventQueue;
556
- private collisionHandler?: PhysicsCollisionHandler;
557
-
558
-
559
- private objects: IComponent[] = [];
560
- private bodies: PhysicsBody[] = [];
561
-
562
- private _meshCache: Map<string, Float32Array> = new Map<string, Float32Array>();
563
-
564
- private _gravity = { x: 0.0, y: -9.81, z: 0.0 };
565
-
566
- get gravity() {
567
- return this.world?.gravity ?? this._gravity;
568
- }
569
-
570
- set gravity(value: Vec3) {
571
- if (this.world) {
572
- this.world.gravity = value;
573
- }
574
- else {
575
- this._gravity = value;
576
- }
577
- }
578
-
579
- clearCaches() {
580
- this._meshCache.clear();
581
- if (this.eventQueue?.raw)
582
- this.eventQueue?.free();
583
- if (this.world?.bodies)
584
- this.world?.free();
585
- }
586
-
587
- async addBoxCollider(collider: ICollider, size: Vector3) {
588
- if (!this._isInitialized)
589
- await this.initialize();
590
- if (!collider.activeAndEnabled) return;
591
-
592
- if (!this.enabled) {
593
- if (debugPhysics) console.warn("Physics are disabled");
594
- return;
595
- }
596
- const obj = collider.gameObject;
597
- const scale = getWorldScale(obj, this._tempPosition).multiply(size);
598
- scale.multiplyScalar(0.5);
599
-
600
- // prevent negative scale
601
- if (scale.x < 0)
602
- scale.x = Math.abs(scale.x);
603
- if (scale.y < 0)
604
- scale.y = Math.abs(scale.y);
605
- if (scale.z < 0)
606
- scale.z = Math.abs(scale.z);
607
-
608
- // prevent zero scale - seems normals are flipped otherwise
609
- if (scale.x == 0) scale.x = 0.0000001;
610
- if (scale.y == 0) scale.y = 0.0000001;
611
- if (scale.z == 0) scale.z = 0.0000001;
612
-
613
- const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.cuboid(scale.x, scale.y, scale.z);
614
- // const objectLayerMask = collider.gameObject.layers.mask;
615
- // const mask = objectLayerMask & ~2;
616
- // TODO: https://rapier.rs/docs/user_guides/javascript/colliders/#collision-groups-and-solver-groups
617
- // desc.setCollisionGroups(objectLayerMask);
618
- this.createCollider(collider, desc);
619
- }
620
-
621
- async addSphereCollider(collider: ICollider) {
622
- if (!this._isInitialized)
623
- await this.initialize();
624
- if (!collider.activeAndEnabled) return;
625
- if (!this.enabled) {
626
- if (debugPhysics) console.warn("Physics are disabled");
627
- return;
628
- }
629
- const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.ball(.5);
630
- this.createCollider(collider, desc);
631
- this.updateProperties(collider);
632
- }
633
-
634
- async addCapsuleCollider(collider: ICollider, height: number, radius: number) {
635
- if (!this._isInitialized)
636
- await this.initialize();
637
- if (!collider.activeAndEnabled) return;
638
- if (!this.enabled) {
639
- if (debugPhysics) console.warn("Physics are disabled");
640
- return;
641
- }
642
- const obj = collider.gameObject;
643
- const scale = getWorldScale(obj, this._tempPosition);
644
- // Prevent negative scales
645
- scale.x = Math.abs(scale.x);
646
- scale.y = Math.abs(scale.y);
647
- const finalRadius = radius * scale.x;
648
- // half height = distance between capsule origin and top sphere origin (not the top end of the capsule)
649
- height = Math.max(height, finalRadius * 2);
650
- const hh = Mathf.clamp((height * .5 * scale.y) - (radius * scale.x), 0, Number.MAX_SAFE_INTEGER);
651
- const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.capsule(hh, finalRadius);
652
- this.createCollider(collider, desc);
653
- }
654
-
655
- async addMeshCollider(collider: ICollider, mesh: Mesh, convex: boolean, extraScale?: Vector3) {
656
-
657
- // capture the geometry before waiting for phyiscs engine
658
- let geo = mesh.geometry;
659
- if (!geo) {
660
- if (debugPhysics) console.warn("Missing mesh geometry", mesh.name);
661
- return;
662
- }
663
-
664
- // check if mesh is indexed, if not generate indices
665
- if (!geo.index?.array?.length) {
666
- console.warn(`Your MeshCollider is missing vertices or indices in the assined mesh \"${mesh.name}\". Consider providing an indexed geometry.`);
667
- geo = BufferGeometryUtils.mergeVertices(geo);
668
- }
669
-
670
- let positions: Float32Array | null = null;
671
-
672
- const positionAttribute = geo.getAttribute("position") as BufferAttribute | InterleavedBufferAttribute;
673
- if (positionAttribute instanceof InterleavedBufferAttribute) {
674
- const count = positionAttribute.count;
675
- positions = new Float32Array(count * 3);
676
- for (let i = 0; i < count; i++) {
677
- const x = positionAttribute.getX(i);
678
- const y = positionAttribute.getY(i);
679
- const z = positionAttribute.getZ(i);
680
- positions[i * 3] = x;
681
- positions[i * 3 + 1] = y;
682
- positions[i * 3 + 2] = z;
683
- }
684
- }
685
- else {
686
- positions = positionAttribute.array as Float32Array;
687
- }
688
-
689
- await this.initialize();
690
-
691
- if (!this.enabled) {
692
- if (debugPhysics) console.warn("Physics are disabled");
693
- return;
694
- }
695
-
696
- if (!collider.activeAndEnabled) return;
697
-
698
-
699
- // let positions = geo.getAttribute("position").array as Float32Array;
700
- const indices = geo.index?.array as Uint32Array;
701
-
702
- const scale = collider.gameObject.worldScale.clone();
703
- if(extraScale) scale.multiply(extraScale);
704
-
705
- // scaling seems not supported yet https://github.com/dimforge/rapier/issues/243
706
- if (Math.abs(scale.x - 1) > 0.0001 || Math.abs(scale.y - 1) > 0.0001 || Math.abs(scale.z - 1) > 0.0001) {
707
- const key = `${geo.uuid}_${scale.x}_${scale.y}_${scale.z}_${convex}`;
708
- if (this._meshCache.has(key)) {
709
- if (debugPhysics) console.warn("Use cached mesh collider")
710
- positions = this._meshCache.get(key)!;
711
- }
712
- else {
713
- if (debugPhysics || isDevEnvironment()) console.debug(`[Performance] Your MeshCollider \"${collider.name}\" is scaled: consider applying the scale to the collider mesh instead (${scale.x}, ${scale.y}, ${scale.z})`);
714
- const scaledPositions = new Float32Array(positions.length);
715
- for (let i = 0; i < positions.length; i += 3) {
716
- scaledPositions[i] = positions[i] * scale.x;
717
- scaledPositions[i + 1] = positions[i + 1] * scale.y;
718
- scaledPositions[i + 2] = positions[i + 2] * scale.z;
719
- }
720
- positions = scaledPositions;
721
- this._meshCache.set(key, scaledPositions);
722
- }
723
- }
724
- const desc = convex
725
- ? MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.convexHull(positions)
726
- : MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.trimesh(positions, indices);
727
- if (desc) {
728
- this.createCollider(collider, desc);
729
- // col.setMassProperties(1, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0, w: 1 });
730
- // rb?.setTranslation({ x: 0, y: 2, z: 0 });
731
- // col.setTranslationWrtParent(new Vector3(0,2,0));
732
-
733
- }
734
- }
735
-
736
- updatePhysicsMaterial(col: ICollider) {
737
- if (!col) return;
738
- const physicsMaterial = col.sharedMaterial;
739
- const rapier_collider = col[$bodyKey] as Collider;
740
- if (!rapier_collider) return;
741
-
742
- if (physicsMaterial) {
743
- if (physicsMaterial.bounciness !== undefined)
744
- rapier_collider.setRestitution(physicsMaterial.bounciness);
745
-
746
- if (physicsMaterial.bounceCombine !== undefined) {
747
- switch (physicsMaterial.bounceCombine) {
748
- case PhysicsMaterialCombine.Average:
749
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
750
- break;
751
- case PhysicsMaterialCombine.Maximum:
752
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
753
- break;
754
- case PhysicsMaterialCombine.Minimum:
755
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
756
- break;
757
- case PhysicsMaterialCombine.Multiply:
758
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
759
- break;
760
- }
761
- }
762
-
763
- if (physicsMaterial.dynamicFriction !== undefined)
764
- rapier_collider.setFriction(physicsMaterial.dynamicFriction);
765
-
766
- if (physicsMaterial.frictionCombine !== undefined) {
767
- switch (physicsMaterial.frictionCombine) {
768
- case PhysicsMaterialCombine.Average:
769
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
770
- break;
771
- case PhysicsMaterialCombine.Maximum:
772
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
773
- break;
774
- case PhysicsMaterialCombine.Minimum:
775
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
776
- break;
777
- case PhysicsMaterialCombine.Multiply:
778
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
779
- break;
780
- }
781
- }
782
- }
783
- }
784
-
785
- /** Get the rapier body for a Needle component */
786
- getBody(obj: ICollider | IRigidbody): null | any {
787
- if (!obj) return null;
788
- const body = obj[$bodyKey];
789
- return body;
790
- }
791
-
792
- /** Get the Needle Engine component for a rapier object */
793
- getComponent(rapierObject: object): IComponent | null {
794
- if (!rapierObject) return null;
795
- const component = rapierObject[$componentKey];
796
- return component;
797
- }
798
-
799
- private createCollider(collider: ICollider, desc: ColliderDesc) {
800
- if (!this.world) throw new Error("Physics world not initialized");
801
- const matrix = this._tempMatrix;
802
- let rigidBody: RigidBody | undefined = undefined;
803
- if (!collider.attachedRigidbody) {
804
- if (debugPhysics) console.log("Create collider without rigidbody", collider.name);
805
- matrix.makeRotationFromQuaternion(getWorldQuaternion(collider.gameObject));
806
- matrix.setPosition(getWorldPosition(collider.gameObject));
807
- }
808
- else {
809
- rigidBody = this.getRigidbody(collider, this._tempMatrix);
810
- }
811
-
812
- matrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
813
- this.tryApplyCenter(collider, this._tempPosition);
814
- desc.setTranslation(this._tempPosition.x, this._tempPosition.y, this._tempPosition.z);
815
- desc.setRotation(this._tempQuaternion);
816
- desc.setSensor(collider.isTrigger);
817
-
818
- // TODO: we might want to update this if the material changes
819
- const physicsMaterial = collider.sharedMaterial;
820
- if (physicsMaterial) {
821
-
822
- if (physicsMaterial.bounciness !== undefined)
823
- desc.setRestitution(physicsMaterial.bounciness);
824
-
825
- if (physicsMaterial.bounceCombine !== undefined) {
826
- switch (physicsMaterial.bounceCombine) {
827
- case PhysicsMaterialCombine.Average:
828
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
829
- break;
830
- case PhysicsMaterialCombine.Maximum:
831
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
832
- break;
833
- case PhysicsMaterialCombine.Minimum:
834
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
835
- break;
836
- case PhysicsMaterialCombine.Multiply:
837
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
838
- break;
839
- }
840
- }
841
-
842
- if (physicsMaterial.dynamicFriction !== undefined)
843
- desc.setFriction(physicsMaterial.dynamicFriction);
844
-
845
- if (physicsMaterial.frictionCombine !== undefined) {
846
- switch (physicsMaterial.frictionCombine) {
847
- case PhysicsMaterialCombine.Average:
848
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
849
- break;
850
- case PhysicsMaterialCombine.Maximum:
851
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
852
- break;
853
- case PhysicsMaterialCombine.Minimum:
854
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
855
- break;
856
- case PhysicsMaterialCombine.Multiply:
857
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
858
- break;
859
- }
860
- }
861
- }
862
-
863
- // if we want to use explicit mass properties, we need to set the collider density to 0
864
- // otherwise rapier will compute the mass properties based on the collider shape and density
865
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
866
- if (collider.attachedRigidbody?.autoMass === false) {
867
- desc.setDensity(.000001);
868
- desc.setMass(.000001);
869
- }
870
-
871
- try {
872
- const col = this.world.createCollider(desc, rigidBody);
873
- col[$componentKey] = collider;
874
- collider[$bodyKey] = col;
875
- col.setActiveEvents(MODULES.RAPIER_PHYSICS.MODULE.ActiveEvents.COLLISION_EVENTS);
876
- // We want to receive collisitons between two triggers too
877
- col.setActiveCollisionTypes(MODULES.RAPIER_PHYSICS.MODULE.ActiveCollisionTypes.ALL);
878
- this.objects.push(collider);
879
- this.bodies.push(col);
880
-
881
- // set the collider layers
882
- this.updateColliderCollisionGroups(collider);
883
-
884
- return col;
885
- }
886
- catch (e) {
887
- console.error("Error creating collider \"" + collider.name + "\"\nError:", e);
888
- return null;
889
- }
890
- }
891
-
892
- /**
893
- * Updates the collision groups of a collider.
894
- *
895
- * @param collider - The collider to update.
896
- */
897
- private updateColliderCollisionGroups(collider: ICollider) {
898
- const body = collider[$bodyKey] as Collider;
899
- const members = collider.membership;
900
- let memberMask = 0;
901
- if (members == undefined) {
902
- memberMask = 0xffff;
903
- }
904
- else {
905
- for (let i = 0; i < members.length; i++) {
906
- const member = members[i];
907
- if (member > 31) console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
908
- else memberMask |= 1 << Math.floor(member);
909
- }
910
- }
911
-
912
- const mask = collider.filter;
913
- let filterMask = 0;
914
- if (mask == undefined) {
915
- filterMask = 0xffff;
916
- }
917
- else {
918
- for (let i = 0; i < mask.length; i++) {
919
- const member = mask[i];
920
- if (member > 31) console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
921
- else filterMask |= 1 << Math.floor(member);
922
- }
923
- }
924
- body.setCollisionGroups((memberMask << 16) | filterMask);
925
- }
926
-
927
- private getRigidbody(collider: ICollider, _matrix: Matrix4): RigidBody {
928
-
929
- if (!this.world) throw new Error("Physics world not initialized");
930
- let rigidBody: RigidBody | null = null;
931
-
932
- if (collider.attachedRigidbody) {
933
- const rb = collider.attachedRigidbody;
934
- rigidBody = rb[$bodyKey];
935
- if (!rigidBody) {
936
- const kinematic = rb.isKinematic && !debugColliderPlacement;
937
- if (debugPhysics)
938
- console.log("Create rigidbody", kinematic);
939
- const rigidBodyDesc = (kinematic ? MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased() : MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.dynamic()) as RigidBodyDesc;
940
- const pos = getWorldPosition(collider.attachedRigidbody.gameObject);
941
- rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
942
- rigidBodyDesc.setRotation(getWorldQuaternion(collider.attachedRigidbody.gameObject));
943
- rigidBodyDesc.centerOfMass = new MODULES.RAPIER_PHYSICS.MODULE.Vector3(rb.centerOfMass.x, rb.centerOfMass.y, rb.centerOfMass.z);
944
- rigidBody = this.world.createRigidBody(rigidBodyDesc);
945
- this.bodies.push(rigidBody);
946
- this.objects.push(rb);
947
- }
948
- rigidBody[$componentKey] = rb;
949
- rb[$bodyKey] = rigidBody;
950
- this.internalUpdateRigidbodyProperties(rb, rigidBody);
951
- this.getRigidbodyRelativeMatrix(collider.gameObject, rb.gameObject, _matrix);
952
- collider[$colliderRigidbody] = rigidBody;
953
- }
954
- else {
955
- const rigidBodyDesc = MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased();
956
- const pos = getWorldPosition(collider.gameObject);
957
- rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
958
- rigidBodyDesc.setRotation(getWorldQuaternion(collider.gameObject));
959
- rigidBody = this.world.createRigidBody(rigidBodyDesc);
960
- _matrix.identity();
961
- rigidBody[$componentKey] = null;
962
- }
963
-
964
-
965
- return rigidBody;
966
- }
967
-
968
- private internal_getRigidbody(rb: IRigidbody | ICollider): RigidBody | null {
969
- if ((rb as ICollider).isCollider === true) return rb[$colliderRigidbody] as RigidBody;
970
- return rb[$bodyKey] as RigidBody;
971
- }
972
-
973
- private internalUpdateColliderProperties(col: ICollider, collider: Collider) {
974
- const shape = collider.shape;
975
- let sizeHasChanged = false;
976
- switch (shape.type) {
977
- // Sphere Collider
978
- case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Ball:
979
- {
980
- const ball = shape as Ball;
981
- const sc = col as ISphereCollider;
982
- const obj = col.gameObject;
983
- const scale = getWorldScale(obj, this._tempPosition);
984
- const radius = Math.abs(sc.radius * scale.x);
985
- sizeHasChanged = ball.radius !== radius;
986
- ball.radius = radius;
987
- if (sizeHasChanged) {
988
- collider.setShape(ball);
989
- }
990
- break;
991
- }
992
- case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Cuboid:
993
- const cuboid = shape as Cuboid;
994
- const sc = col as IBoxCollider;
995
- const obj = col.gameObject;
996
- const scale = getWorldScale(obj, this._tempPosition);
997
- const newX = sc.size.x * 0.5 * scale.x;
998
- const newY = sc.size.y * 0.5 * scale.y;
999
- const newZ = sc.size.z * 0.5 * scale.z;
1000
- sizeHasChanged = cuboid.halfExtents.x !== newX || cuboid.halfExtents.y !== newY || cuboid.halfExtents.z !== newZ;
1001
- cuboid.halfExtents.x = newX;
1002
- cuboid.halfExtents.y = newY;
1003
- cuboid.halfExtents.z = newZ;
1004
- if (sizeHasChanged) {
1005
- collider.setShape(cuboid);
1006
- }
1007
- break;
1008
- }
1009
-
1010
- if (sizeHasChanged) {
1011
- const rb = col.attachedRigidbody;
1012
- if (rb?.autoMass) {
1013
- const ph = this.getBody(rb) as RigidBody
1014
- ph?.recomputeMassPropertiesFromColliders();
1015
- }
1016
- }
1017
-
1018
- this.updateColliderCollisionGroups(col);
1019
-
1020
- if (col.isTrigger !== collider.isSensor())
1021
- collider.setSensor(col.isTrigger);
1022
- }
1023
-
1024
- private internalUpdateRigidbodyProperties(rb: IRigidbody, rigidbody: RigidBody) {
1025
- // continuous collision detection
1026
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection
1027
- rigidbody.enableCcd(rb.collisionDetectionMode !== CollisionDetectionMode.Discrete);
1028
- rigidbody.setLinearDamping(rb.drag);
1029
- rigidbody.setAngularDamping(rb.angularDrag);
1030
- rigidbody.setGravityScale(rb.useGravity ? rb.gravityScale : 0, true);
1031
-
1032
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
1033
- if (rb.dominanceGroup <= 127 && rb.dominanceGroup >= -127)
1034
- rigidbody.setDominanceGroup(Math.floor(rb.dominanceGroup))
1035
- else rigidbody.setDominanceGroup(0);
1036
-
1037
- if (rb.autoMass) {
1038
- rigidbody.setAdditionalMass(0, false);
1039
- for (let i = 0; i < rigidbody.numColliders(); i++) {
1040
- const col = rigidbody.collider(i);
1041
- col.setDensity(1);
1042
- }
1043
- rigidbody.recomputeMassPropertiesFromColliders();
1044
- }
1045
- else {
1046
- rigidbody.setAdditionalMass(rb.mass, false);
1047
- for (let i = 0; i < rigidbody.numColliders(); i++) {
1048
- const col = rigidbody.collider(i);
1049
- col.setDensity(0.0000001);
1050
- }
1051
- rigidbody.recomputeMassPropertiesFromColliders();
1052
- }
1053
-
1054
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
1055
- // rigidbody.setAdditionalMass(rb.mass, true);
1056
- // for (let i = 0; i < rigidbody.numColliders(); i++) {
1057
- // const collider = rigidbody.collider(i);
1058
- // if (collider) {
1059
- // collider.setMass(rb.mass);
1060
- // // const density = rb.mass / collider.shape.computeMassProperties().mass;
1061
- // }
1062
- // }
1063
-
1064
- // lock rotations
1065
- rigidbody.setEnabledRotations(!rb.lockRotationX, !rb.lockRotationY, !rb.lockRotationZ, false);
1066
- rigidbody.setEnabledTranslations(!rb.lockPositionX, !rb.lockPositionY, !rb.lockPositionZ, false);
1067
-
1068
- if (rb.isKinematic) {
1069
- rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased, false);
1070
- }
1071
- else {
1072
- rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Dynamic, false);
1073
- }
1074
- }
1075
-
1076
- // private _lastStepTime: number | undefined = 0;
1077
- private lines?: LineSegments;
1078
-
1079
- public step(dt?: number) {
1080
- if (!this.world) return;
1081
- if (!this.enabled) return;
1082
- this._isUpdatingPhysicsWorld = true;
1083
- if (!this.eventQueue) {
1084
- this.eventQueue = new MODULES.RAPIER_PHYSICS.MODULE.EventQueue(false);
1085
- }
1086
- if (dt === undefined || dt <= 0) {
1087
- this._isUpdatingPhysicsWorld = false;
1088
- return;
1089
- }
1090
- else if (dt !== undefined) {
1091
- // if we make to sudden changes to the timestep the physics can get unstable
1092
- // https://rapier.rs/docs/user_guides/javascript/integration_parameters/#dt
1093
- this.world.timestep = Mathf.lerp(this.world.timestep, dt, 0.8);
1094
- }
1095
- try {
1096
- this.world.step(this.eventQueue);
1097
- }
1098
- catch (e) {
1099
- console.warn("Error running physics step", e);
1100
- }
1101
- this._isUpdatingPhysicsWorld = false;
1102
- }
1103
-
1104
- public postStep() {
1105
- if (!this.world) return;
1106
- if (!this.enabled) return;
1107
- this._isUpdatingPhysicsWorld = true;
1108
- this.syncObjects();
1109
- this._isUpdatingPhysicsWorld = false;
1110
-
1111
- if (this.eventQueue && !this.collisionHandler) {
1112
- this.collisionHandler = new PhysicsCollisionHandler(this.world, this.eventQueue);
1113
- }
1114
- if (this.collisionHandler) {
1115
- this.collisionHandler.handleCollisionEvents();
1116
- this.collisionHandler.update();
1117
- }
1118
- this.updateDebugRendering(this.world);
1119
- }
1120
-
1121
- private updateDebugRendering(world: World) {
1122
- if (debugPhysics || debugColliderPlacement || showColliders || this.debugRenderColliders === true) {
1123
- if (!this.lines) {
1124
- const material = new LineBasicMaterial({
1125
- color: 0x77dd77,
1126
- fog: false,
1127
- // vertexColors: VertexColors
1128
- });
1129
- const geometry = new BufferGeometry();
1130
- this.lines = new LineSegments(geometry, material);
1131
- this.lines.layers.disableAll();
1132
- this.lines.layers.enable(2);
1133
- }
1134
- if (this.lines.parent !== this.context?.scene)
1135
- this.context?.scene.add(this.lines);
1136
- const buffers = world.debugRender();
1137
- this.lines.geometry.setAttribute('position', new BufferAttribute(buffers.vertices, 3));
1138
- this.lines.geometry.setAttribute('color', new BufferAttribute(buffers.colors, 4));
1139
- // If a scene has no colliders at all at the start of the scene
1140
- // the bounding sphere radius will be 0 and the lines will not be rendered
1141
- // so we need to update the bounding sphere (perhaps it's enough to do this once...)
1142
- if (this.context!.time.frame % 30 === 0 || this.lines.geometry.boundingSphere?.radius === 0) {
1143
- this.lines.geometry.computeBoundingSphere();
1144
- }
1145
- }
1146
- else {
1147
- if (this.lines) {
1148
- this.context?.scene.remove(this.lines);
1149
- }
1150
- }
1151
- }
1152
-
1153
- /** sync rendered objects with physics world (except for colliders without rigidbody) */
1154
- private syncObjects() {
1155
- if (debugColliderPlacement) return;
1156
- for (let i = 0; i < this.bodies.length; i++) {
1157
- const obj = this.objects[i];
1158
- const body = this.bodies[i] as Collider;
1159
-
1160
- // if the collider is not attached to a rigidbody
1161
- // it means that its kinematic so we need to update its position
1162
- const col = (obj as ICollider);
1163
- if (col?.isCollider === true && !col.attachedRigidbody) {
1164
- const rigidbody = body.parent();
1165
- if (rigidbody)
1166
- this.syncPhysicsBody(obj.gameObject, rigidbody, true, true);
1167
- else
1168
- this.syncPhysicsBody(obj.gameObject, body, true, true);
1169
- continue;
1170
- }
1171
-
1172
-
1173
- // sync
1174
- const pos = body.translation();
1175
- const rot = body.rotation();
1176
- if (Number.isNaN(pos.x) || Number.isNaN(rot.x)) {
1177
- if (!col["__COLLIDER_NAN"] && isDevEnvironment()) {
1178
- console.warn("Collider has NaN values", col.name, col.gameObject, body);
1179
- col["__COLLIDER_NAN"] = true;
1180
- }
1181
- continue;
1182
- }
1183
-
1184
- // make sure to keep the collider offset
1185
- const center = obj["center"] as Vector3;
1186
- if (center && center.isVector3) {
1187
- this._tempQuaternion.set(rot.x, rot.y, rot.z, rot.w);
1188
- const offset = this._tempPosition.copy(center).applyQuaternion(this._tempQuaternion);
1189
- const scale = getWorldScale(obj.gameObject);
1190
- offset.multiply(scale);
1191
- pos.x -= offset.x;
1192
- pos.y -= offset.y;
1193
- pos.z -= offset.z;
1194
- }
1195
- setWorldPositionXYZ(obj.gameObject, pos.x, pos.y, pos.z);
1196
- setWorldQuaternionXYZW(obj.gameObject, rot.x, rot.y, rot.z, rot.w);
1197
- }
1198
- }
1199
-
1200
- private syncPhysicsBody(obj: Object3D, body: RigidBody | Collider, translation: boolean, rotation: boolean) {
1201
-
1202
- // const bodyType = body.bodyType();
1203
- // const previous = physicsBody.translation();
1204
- // const vel = physicsBody.linvel();
1205
-
1206
- if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
1207
- const worldPosition = getWorldPosition(obj, this._tempPosition);
1208
- const worldQuaternion = getWorldQuaternion(obj, this._tempQuaternion);
1209
- const type = body.bodyType();
1210
- switch (type) {
1211
- case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Fixed:
1212
- case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased:
1213
- case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicVelocityBased:
1214
- if (translation)
1215
- body.setNextKinematicTranslation(worldPosition);
1216
- if (rotation)
1217
- body.setNextKinematicRotation(worldQuaternion);
1218
- break;
1219
- default:
1220
- if (translation)
1221
- body.setTranslation(worldPosition, false);
1222
- if (rotation)
1223
- body.setRotation(worldQuaternion, false);
1224
- break;
1225
-
1226
- }
1227
- }
1228
- else if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
1229
- if (obj.matrixWorldNeedsUpdate) {
1230
- obj.updateWorldMatrix(true, false);
1231
- }
1232
- obj.matrixWorld.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1233
- const wp = this._tempPosition;
1234
- const wq = this._tempQuaternion;
1235
- // const wp = getWorldPosition(obj, this._tempPosition);
1236
- // const wq = getWorldQuaternion(obj, this._tempQuaternion);
1237
- const collider = body[$componentKey] as ICollider;
1238
- this.tryApplyCenter(collider, wp);
1239
-
1240
- // we need to check if translation or rotation have changed, otherwise the physics engine will wakeup rigidbody that are in contact with this collider
1241
- if (translation) {
1242
- const ct = body.translation();
1243
- if (ct.x !== wp.x || ct.y !== wp.y || ct.z !== wp.z)
1244
- body.setTranslation(wp);
1245
- }
1246
- if (rotation) {
1247
- const cr = body.rotation();
1248
- if (cr.x !== wq.x || cr.y !== wq.y || cr.z !== wq.z || cr.w !== wq.w)
1249
- body.setRotation(wq);
1250
- }
1251
- }
1252
-
1253
- // physicsBody.setBodyType(RAPIER.RigidBodyType.Fixed);
1254
- // physicsBody.setLinvel(vel, false);
1255
-
1256
- // update velocity
1257
- // const pos = physicsBody.translation();
1258
- // pos.x -= previous.x;
1259
- // pos.y -= previous.y;
1260
- // pos.z -= previous.z;
1261
- // // threhold
1262
- // const t = 1;
1263
- // const canUpdateVelocity = Math.abs(pos.x) < t && Math.abs(pos.y) < t && Math.abs(pos.z) < t;
1264
- // if (canUpdateVelocity) {
1265
- // const damping = 1 + this.context.time.deltaTime;
1266
- // vel.x *= damping;
1267
- // vel.y *= damping;
1268
- // vel.z *= damping;
1269
- // vel.x += pos.x;
1270
- // vel.y += pos.y;
1271
- // vel.z += pos.z;
1272
- // console.log(vel);
1273
- // physicsBody.setLinvel(vel, true);
1274
- // }
1275
- // else if(debugPhysics) console.warn("Movement exceeded threshold, not updating velocity", pos);
1276
-
1277
- // body.setBodyType(bodyType);
1278
- }
1279
-
1280
- private readonly _tempCenterPos: Vector3 = new Vector3();
1281
- private readonly _tempCenterVec: Vector3 = new Vector3();
1282
- private readonly _tempCenterQuaternion: Quaternion = new Quaternion();
1283
- private tryApplyCenter(collider: ICollider, targetVector: Vector3) {
1284
- const center = collider.center;
1285
- if (center && collider.gameObject) {
1286
- if (center.x !== 0 || center.y !== 0 || center.z !== 0) {
1287
- // TODO: fix export of center in editor integrations so we dont have to flip here
1288
- this._tempCenterPos.x = center.x;
1289
- this._tempCenterPos.y = center.y;
1290
- this._tempCenterPos.z = center.z;
1291
- getWorldScale(collider.gameObject, this._tempCenterVec);
1292
- this._tempCenterPos.multiply(this._tempCenterVec);
1293
- if (!collider.attachedRigidbody) {
1294
- getWorldQuaternion(collider.gameObject, this._tempCenterQuaternion);
1295
- this._tempCenterPos.applyQuaternion(this._tempCenterQuaternion);
1296
- }
1297
- else {
1298
- this._tempCenterPos.applyQuaternion(collider.gameObject.quaternion);
1299
- }
1300
- targetVector.x += this._tempCenterPos.x;
1301
- targetVector.y += this._tempCenterPos.y;
1302
- targetVector.z += this._tempCenterPos.z;
1303
- }
1304
- }
1305
- }
1306
-
1307
- private static _matricesBuffer: Matrix4[] = [];
1308
- private getRigidbodyRelativeMatrix(comp: Object3D, rigidbody: Object3D, mat: Matrix4, matrices?: Matrix4[]): Matrix4 {
1309
- // collect all matrices to the rigidbody and then build the rigidbody relative matrix
1310
- if (matrices === undefined) {
1311
- matrices = RapierPhysics._matricesBuffer;
1312
- matrices.length = 0;
1313
- }
1314
- if (comp === rigidbody) {
1315
- const scale = getWorldScale(comp, this._tempPosition);
1316
- mat.makeScale(scale.x, scale.y, scale.z);
1317
- for (let i = matrices.length - 1; i >= 0; i--) {
1318
- mat.multiply(matrices[i]);
1319
- }
1320
- return mat;
1321
- }
1322
- matrices.push(comp.matrix);
1323
- if (comp.parent) {
1324
- this.getRigidbodyRelativeMatrix(comp.parent, rigidbody, mat, matrices);
1325
- }
1326
- return mat;
1327
- }
1328
-
1329
- private static centerConnectionPos = { x: 0, y: 0, z: 0 };
1330
- private static centerConnectionRot = { x: 0, y: 0, z: 0, w: 1 };
1331
-
1332
-
1333
-
1334
- addFixedJoint(body1: IRigidbody, body2: IRigidbody) {
1335
- if (!this.world) {
1336
- console.error("Physics world not initialized");
1337
- return;
1338
- }
1339
- const b1 = body1[$bodyKey] as RigidBody;
1340
- const b2 = body2[$bodyKey] as RigidBody;
1341
-
1342
- this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1343
- this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1344
-
1345
- const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.fixed(
1346
- RapierPhysics.centerConnectionPos, RapierPhysics.centerConnectionRot,
1347
- this._tempPosition, this._tempQuaternion,
1348
- );
1349
- const joint = this.world.createImpulseJoint(params, b1, b2, true);
1350
- if (debugPhysics)
1351
- console.log("ADD FIXED JOINT", joint)
1352
- }
1353
-
1354
-
1355
- /** The joint prevents any relative movement between two rigid-bodies, except for relative rotations along one axis. This is typically used to simulate wheels, fans, etc. They are characterized by one local anchor as well as one local axis on each rigid-body. */
1356
- addHingeJoint(body1: IRigidbody, body2: IRigidbody, anchor: { x: number, y: number, z: number }, axis: { x: number, y: number, z: number }) {
1357
- if (!this.world) {
1358
- console.error("Physics world not initialized");
1359
- return;
1360
- }
1361
- const b1 = body1[$bodyKey] as RigidBody;
1362
- const b2 = body2[$bodyKey] as RigidBody;
1363
-
1364
- this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1365
- this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1366
-
1367
- const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.revolute(anchor, this._tempPosition, axis);
1368
- const joint = this.world.createImpulseJoint(params, b1, b2, true);
1369
- if (debugPhysics)
1370
- console.log("ADD HINGE JOINT", joint)
1371
- }
1372
-
1373
-
1374
- private calculateJointRelativeMatrices(body1: IGameObject, body2: IGameObject, mat: Matrix4) {
1375
- body1.updateWorldMatrix(true, false);
1376
- body2.updateWorldMatrix(true, false);
1377
- const world1 = body1.matrixWorld;
1378
- const world2 = body2.matrixWorld;
1379
- // set scale to 1
1380
- world1.elements[0] = 1;
1381
- world1.elements[5] = 1;
1382
- world1.elements[10] = 1;
1383
- world2.elements[0] = 1;
1384
- world2.elements[5] = 1;
1385
- world2.elements[10] = 1;
1386
- mat.copy(world2).premultiply(world1.invert()).invert();
1387
- }
1388
- }
1389
-
1390
-
1391
-
1392
- /** responsible of processing collision events for the component system */
1393
- class PhysicsCollisionHandler {
1394
-
1395
- readonly world: World;
1396
- readonly eventQueue: EventQueue;
1397
-
1398
- constructor(world: World, eventQueue: EventQueue) {
1399
- this.world = world;
1400
- this.eventQueue = eventQueue;
1401
- }
1402
-
1403
- private activeCollisions: Array<{ collider: ICollider, component: IComponent, collision: Collision }> = [];
1404
- private activeCollisionsStay: Array<{ collider: ICollider, component: IComponent, collision: Collision }> = [];
1405
- private activeTriggers: Array<{ collider: ICollider, component: IComponent, otherCollider: ICollider }> = [];
1406
-
1407
- handleCollisionEvents() {
1408
- if (!this.eventQueue) return;
1409
- if (!this.world) return;
1410
- this.eventQueue.drainCollisionEvents((handle1, handle2, started) => {
1411
- const col1 = this.world!.getCollider(handle1);
1412
- const col2 = this.world!.getCollider(handle2);
1413
- if (!col1 || !col2) return;
1414
- const colliderComponent1 = col1[$componentKey];
1415
- const colliderComponent2 = col2[$componentKey];
1416
- if (debugCollisions)
1417
- console.log("EVT", colliderComponent1.name, colliderComponent2.name, started, col1, col2);
1418
- if (colliderComponent1 && colliderComponent2) {
1419
- if (started) {
1420
- this.onCollisionStarted(colliderComponent1, col1, colliderComponent2, col2);
1421
- this.onCollisionStarted(colliderComponent2, col2, colliderComponent1, col1);
1422
- }
1423
- else {
1424
- this.onCollisionEnded(colliderComponent1, colliderComponent2);
1425
- this.onCollisionEnded(colliderComponent2, colliderComponent1);
1426
- }
1427
- }
1428
- });
1429
- }
1430
-
1431
- update() {
1432
- this.onHandleCollisionStay();
1433
- }
1434
-
1435
- private onCollisionStarted(self: ICollider, selfBody: Collider, other: ICollider, otherBody: Collider) {
1436
- let collision: Collision | null = null;
1437
-
1438
- // if one is a trigger we dont get collisions but want to raise the trigger events
1439
- if (self.isTrigger || other.isTrigger) {
1440
- foreachComponent(self.gameObject, (c: IComponent) => {
1441
- if (c.onTriggerEnter && !c.destroyed) {
1442
- c.onTriggerEnter(other);
1443
- }
1444
- this.activeTriggers.push({ collider: self, component: c, otherCollider: other });
1445
- });
1446
- }
1447
- else {
1448
- const object = self.gameObject;
1449
- // TODO: we dont respect the flip value here!
1450
- this.world.contactPair(selfBody, otherBody, (manifold, _flipped) => {
1451
- foreachComponent(object, (c: IComponent) => {
1452
- if (c.destroyed) return;
1453
- const hasDeclaredEventMethod = c.onCollisionEnter || c.onCollisionStay || c.onCollisionExit;
1454
- if (hasDeclaredEventMethod || debugCollisions) {
1455
- if (!collision) {
1456
- const contacts: Array<ContactPoint> = [];
1457
- const normal = manifold.normal();
1458
- // invert the normal for convex MeshColliders, NE-2680
1459
- if (other instanceof MeshCollider && other.convex) {
1460
- normal.x = -normal.x;
1461
- normal.y = -normal.y;
1462
- normal.z = -normal.z;
1463
- }
1464
- for (let i = 0; i < manifold.numSolverContacts(); i++) {
1465
- // solver points are in world space
1466
- // https://rapier.rs/docs/user_guides/javascript/advanced_collision_detection_js#the-contact-graph
1467
- const pt = manifold.solverContactPoint(i);
1468
- const impulse = manifold.contactImpulse(i);
1469
- if (pt) {
1470
- const dist = manifold.contactDist(i);
1471
- const friction = manifold.solverContactFriction(i);
1472
- const tangentVelocity = manifold.solverContactTangentVelocity(i);
1473
- const contact = new ContactPoint(pt, dist, normal, impulse, friction, tangentVelocity);
1474
- contacts.push(contact);
1475
- if (debugCollisions) {
1476
- Gizmos.DrawDirection(pt, normal, 0xff0000, 3, true);
1477
- }
1478
- }
1479
- }
1480
- collision = new Collision(object, other, contacts);
1481
- }
1482
-
1483
- // we only need to keep track if any event exists
1484
- if (hasDeclaredEventMethod) {
1485
- const info = { collider: self, component: c, collision };
1486
-
1487
- this.activeCollisions.push(info);
1488
- if (c.onCollisionStay) {
1489
- this.activeCollisionsStay.push(info);
1490
- }
1491
-
1492
- c.onCollisionEnter?.call(c, collision);
1493
- }
1494
-
1495
- }
1496
- });
1497
- });
1498
- }
1499
- }
1500
-
1501
- private onHandleCollisionStay() {
1502
- for (const active of this.activeCollisionsStay) {
1503
- const c = active.component;
1504
- if (c.destroyed) continue;
1505
- if (c.activeAndEnabled && c.onCollisionStay) {
1506
- if (active.collision.collider.destroyed) continue;
1507
- const arg = active.collision;
1508
- c.onCollisionStay(arg);
1509
- }
1510
- }
1511
- for (const active of this.activeTriggers) {
1512
- const c = active.component;
1513
- if (c.destroyed) continue;
1514
- if (c.activeAndEnabled && c.onTriggerStay) {
1515
- const arg = active.otherCollider;
1516
- if (arg.destroyed) continue;
1517
- c.onTriggerStay(arg);
1518
- }
1519
- }
1520
- }
1521
-
1522
- private onCollisionEnded(self: ICollider, other: ICollider) {
1523
- if (self.destroyed || other.destroyed) return;
1524
- for (let i = 0; i < this.activeCollisions.length; i++) {
1525
- const active = this.activeCollisions[i];
1526
- const collider = active.collider;
1527
- if (collider.destroyed || active.collision.collider.destroyed) {
1528
- this.activeCollisions.splice(i, 1);
1529
- i--;
1530
- continue;
1531
- }
1532
- if (collider === self && active.collision.collider === other) {
1533
- const c = active.component;
1534
- this.activeCollisions.splice(i, 1);
1535
- i--;
1536
- if (c.activeAndEnabled && c.onCollisionExit) {
1537
- const collision = active.collision;
1538
- c.onCollisionExit(collision);
1539
- }
1540
- }
1541
- }
1542
- for (let i = 0; i < this.activeCollisionsStay.length; i++) {
1543
- const active = this.activeCollisionsStay[i];
1544
- const collider = active.collider;
1545
- if (collider.destroyed || active.collision.collider.destroyed) {
1546
- this.activeCollisionsStay.splice(i, 1);
1547
- i--;
1548
- continue;
1549
- }
1550
- if (collider === self && active.collision.collider === other) {
1551
- const c = active.component;
1552
- this.activeCollisionsStay.splice(i, 1);
1553
- i--;
1554
- if (c.activeAndEnabled && c.onCollisionExit) {
1555
- const collision = active.collision;
1556
- c.onCollisionExit(collision);
1557
- }
1558
- }
1559
- }
1560
- for (let i = 0; i < this.activeTriggers.length; i++) {
1561
- const active = this.activeTriggers[i];
1562
- const collider = active.collider;
1563
- if (collider.destroyed || active.otherCollider.destroyed) {
1564
- this.activeTriggers.splice(i, 1);
1565
- i--;
1566
- continue;
1567
- }
1568
- if (collider === self && active.otherCollider === other) {
1569
- const c = active.component;
1570
- this.activeTriggers.splice(i, 1);
1571
- i--;
1572
- if (c.activeAndEnabled && c.onTriggerExit) {
1573
- const collision = active.otherCollider;
1574
- c.onTriggerExit(collision);
1575
- }
1576
- }
1577
- }
1578
- }
1579
- }
1
+ import type { Ball, Collider, ColliderDesc, Cuboid, EventQueue, QueryFilterFlags, Ray, RigidBody, RigidBodyDesc, World } from '@dimforge/rapier3d-compat';
2
+ import { BufferAttribute, BufferGeometry, InterleavedBufferAttribute, LineBasicMaterial, LineSegments, Matrix4, Mesh, Object3D, Quaternion, Vector3 } from 'three'
3
+ import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js'
4
+
5
+ import { CollisionDetectionMode, PhysicsMaterialCombine } from '../engine/engine_physics.types.js';
6
+ import { MeshCollider } from '../engine-components/Collider.js';
7
+ import { isDevEnvironment } from './debug/debug.js';
8
+ import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
9
+ import { foreachComponent } from './engine_gameobject.js';
10
+ import { Gizmos } from './engine_gizmos.js';
11
+ import { Mathf } from './engine_math.js';
12
+ import { MODULES } from './engine_modules.js';
13
+ import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPositionXYZ, setWorldQuaternionXYZW } from "./engine_three_utils.js"
14
+ import type {
15
+ IBoxCollider,
16
+ ICollider,
17
+ IComponent,
18
+ IContext,
19
+ IGameObject,
20
+ IPhysicsEngine,
21
+ IRigidbody,
22
+ ISphereCollider,
23
+ Vec2,
24
+ Vec3,
25
+ } from './engine_types.js';
26
+ import { Collision, ContactPoint } from './engine_types.js';
27
+ import { SphereOverlapResult } from './engine_types.js';
28
+ import { CircularBuffer, getParam } from "./engine_utils.js"
29
+
30
+ const debugPhysics = getParam("debugphysics");
31
+ const debugColliderPlacement = getParam("debugcolliderplacement");
32
+ const debugCollisions = getParam("debugcollisions");
33
+ const showColliders = getParam("showcolliders");
34
+ const showPhysicsRaycasts = getParam("debugraycasts");
35
+
36
+
37
+ /** on physics body and references the needle component */
38
+ const $componentKey = Symbol("needle component");
39
+ /** on needle component and references physics body */
40
+ const $bodyKey = Symbol("physics body");
41
+ const $colliderRigidbody = Symbol("rigidbody");
42
+
43
+
44
+ declare const NEEDLE_USE_RAPIER: boolean;
45
+ globalThis["NEEDLE_USE_RAPIER"] = globalThis["NEEDLE_USE_RAPIER"] !== undefined ? globalThis["NEEDLE_USE_RAPIER"] : true;
46
+ if (debugPhysics)
47
+ console.log("Use Rapier", NEEDLE_USE_RAPIER, globalThis["NEEDLE_USE_RAPIER"])
48
+
49
+ if (NEEDLE_USE_RAPIER) {
50
+ ContextRegistry.registerCallback(ContextEvent.ContextCreationStart, evt => {
51
+ if (debugPhysics)
52
+ console.log("Register rapier physics backend")
53
+ evt.context.physics.engine = new RapierPhysics(evt.context);
54
+ // We do not initialize physics immediately to avoid loading the physics engine if it is not needed
55
+ });
56
+ }
57
+
58
+
59
+ declare type PhysicsBody = {
60
+ translation(): { x: number, y: number, z: number }
61
+ rotation(): { x: number, y: number, z: number, w: number }
62
+ }
63
+
64
+ export class RapierPhysics implements IPhysicsEngine {
65
+
66
+ debugRenderColliders: boolean = false;
67
+ debugRenderRaycasts: boolean = false;
68
+
69
+ removeBody(obj: IComponent) {
70
+ if (!obj) return;
71
+ this.validate();
72
+ const body = obj[$bodyKey];
73
+ obj[$bodyKey] = null;
74
+ if (body && this.world) {
75
+ const index = this.objects.findIndex(o => o === obj);
76
+ if (index >= 0) {
77
+ const rapierBody = this.bodies[index];
78
+ // Remove references
79
+ this.bodies.splice(index, 1);
80
+ this.objects.splice(index, 1);
81
+
82
+
83
+ // Remove the collider from the physics world
84
+ if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
85
+ const rapierCollider = rapierBody as Collider;
86
+ this.world?.removeCollider(rapierCollider, true);
87
+
88
+ // also remove the rigidbody if it doesnt have colliders anymore
89
+ const rapierRigidbody: RigidBody | null = rapierCollider.parent();
90
+ if (rapierRigidbody && rapierRigidbody.numColliders() <= 0) {
91
+ const rigidbody = rapierRigidbody[$componentKey] as IRigidbody;
92
+ if (rigidbody) {
93
+ // 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
94
+ }
95
+ else {
96
+ // But if there is no explicit rigidbody needle component then the colliders did create it implictly and thus we need to remove it here:
97
+ this.world?.removeRigidBody(rapierRigidbody);
98
+ }
99
+ }
100
+ }
101
+ // Remove the rigidbody from the physics world
102
+ else if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
103
+ if (rapierBody.numColliders() <= 0) {
104
+ this.world?.removeRigidBody(rapierBody);
105
+ }
106
+ else {
107
+ if (isDevEnvironment()) {
108
+ if (!rapierBody["did_log_removing"]) {
109
+ setTimeout(() => {
110
+ if (rapierBody.numColliders() > 0) {
111
+ rapierBody["did_log_removing"] = true;
112
+ console.warn("RapierPhysics: removing rigidbody with colliders from the physics world is not possible right now, please remove the colliders first");
113
+ }
114
+ }, 1);
115
+
116
+ }
117
+ }
118
+ }
119
+ }
120
+ }
121
+ }
122
+ }
123
+
124
+ updateBody(comp: ICollider | IRigidbody, translation: boolean, rotation: boolean) {
125
+ this.validate();
126
+ if (!this.enabled) return;
127
+ if (comp.destroyed || !comp.gameObject) return;
128
+ if (!translation && !rotation) return;
129
+
130
+ if ((comp as ICollider).isCollider === true) {
131
+ // const collider = comp as ICollider;
132
+ console.warn("TODO: implement updating collider position");
133
+ }
134
+ else {
135
+ const rigidbody = comp as IRigidbody;
136
+ const body = rigidbody[$bodyKey];
137
+ if (body) {
138
+ this.syncPhysicsBody(rigidbody.gameObject, body, translation, rotation);
139
+ }
140
+ }
141
+ }
142
+
143
+ updateProperties(obj: IRigidbody | ICollider) {
144
+ this.validate();
145
+
146
+ if ((obj as ICollider).isCollider) {
147
+ const col = obj as ICollider;
148
+ const body = col[$bodyKey];
149
+ if (body) {
150
+ this.internalUpdateColliderProperties(col, body);
151
+ if (col.sharedMaterial)
152
+ this.updatePhysicsMaterial(col);
153
+ }
154
+ }
155
+ else {
156
+ const rb = obj as IRigidbody;
157
+ const physicsBody = this.internal_getRigidbody(rb);
158
+ if (physicsBody) {
159
+ this.internalUpdateRigidbodyProperties(rb, physicsBody);
160
+ }
161
+ }
162
+ }
163
+ addForce(rigidbody: IRigidbody, force: Vec3, wakeup: boolean) {
164
+ this.validate();
165
+ const body = this.internal_getRigidbody(rigidbody);
166
+ if (body) body.addForce(force, wakeup)
167
+ else console.warn("Rigidbody doesn't exist: can not apply force (does your object with the Rigidbody have a collider?)");
168
+ }
169
+ addImpulse(rigidbody: IRigidbody, force: Vec3, wakeup: boolean) {
170
+ this.validate();
171
+ const body = this.internal_getRigidbody(rigidbody);
172
+ if (body) body.applyImpulse(force, wakeup);
173
+ else console.warn("Rigidbody doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
174
+ }
175
+ getLinearVelocity(comp: IRigidbody | ICollider): Vec3 | null {
176
+ this.validate();
177
+ const body = this.internal_getRigidbody(comp);
178
+ if (body) {
179
+ const vel = body.linvel();
180
+ return vel;
181
+ }
182
+ // else console.warn("Rigidbody doesn't exist: can not get linear velocity (does your object with the Rigidbody have a collider?)");
183
+ return null;
184
+ }
185
+ getAngularVelocity(rb: IRigidbody): Vec3 | null {
186
+ this.validate();
187
+ const body = this.internal_getRigidbody(rb);
188
+ if (body) {
189
+ const vel = body.angvel();
190
+ return vel;
191
+ }
192
+ // else console.warn("Rigidbody doesn't exist: can not get angular velocity (does your object with the Rigidbody have a collider?)");
193
+ return null;
194
+ }
195
+ resetForces(rb: IRigidbody, wakeup: boolean) {
196
+ this.validate();
197
+ const body = this.internal_getRigidbody(rb);
198
+ body?.resetForces(wakeup);
199
+ }
200
+ resetTorques(rb: IRigidbody, wakeup: boolean) {
201
+ this.validate();
202
+ const body = this.internal_getRigidbody(rb);
203
+ body?.resetTorques(wakeup);
204
+ }
205
+ applyImpulse(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
206
+ this.validate();
207
+ const body = this.internal_getRigidbody(rb);
208
+ if (body) body.applyImpulse(vec, wakeup);
209
+ else console.warn("Rigidbody doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
210
+ }
211
+
212
+ wakeup(rb: IRigidbody) {
213
+ this.validate();
214
+ const body = this.internal_getRigidbody(rb);
215
+ if (body) body.wakeUp();
216
+ else console.warn("Rigidbody doesn't exist: can not wake up (does your object with the Rigidbody have a collider?)");
217
+ }
218
+ isSleeping(rb: IRigidbody) {
219
+ this.validate();
220
+ const body = this.internal_getRigidbody(rb);
221
+ return body?.isSleeping();
222
+ }
223
+ setAngularVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
224
+ this.validate();
225
+ const body = this.internal_getRigidbody(rb);
226
+ if (body) body.setAngvel(vec, wakeup);
227
+ else console.warn("Rigidbody doesn't exist: can not set angular velocity (does your object with the Rigidbody have a collider?)");
228
+ }
229
+ setLinearVelocity(rb: IRigidbody, vec: Vec3, wakeup: boolean) {
230
+ this.validate();
231
+ const body = this.internal_getRigidbody(rb);
232
+ if (body) body.setLinvel(vec, wakeup);
233
+ else console.warn("Rigidbody doesn't exist: can not set linear velocity (does your object with the Rigidbody have a collider?)");
234
+ }
235
+
236
+ private readonly context?: IContext;
237
+ private _initializePromise?: Promise<boolean>;
238
+ private _isInitialized: boolean = false;
239
+
240
+ constructor(ctx: IContext) {
241
+ this.context = ctx;
242
+ }
243
+
244
+ get isInitialized() { return this._isInitialized; }
245
+
246
+ async initialize() {
247
+ if (!this._initializePromise)
248
+ this._initializePromise = this.internalInitialization();
249
+ return this._initializePromise;
250
+ }
251
+
252
+ private async internalInitialization() {
253
+ if (getParam("__nophysics")) {
254
+ console.warn("Physics are disabled");
255
+ return false;
256
+ }
257
+ if (debugPhysics) console.log("Initialize rapier physics engine");
258
+ // NEEDLE_PHYSICS_INIT_START
259
+ // use .env file with VITE_NEEDLE_USE_RAPIER=false to treeshake rapier
260
+ // @ts-ignore
261
+ if ("env" in import.meta && import.meta.env.VITE_NEEDLE_USE_RAPIER === "false") {
262
+ if (debugPhysics) console.log("Rapier disabled");
263
+ return false;
264
+ }
265
+ // Can be transformed during build time to disable rapier
266
+ if (!NEEDLE_USE_RAPIER) return false;
267
+ if (this._hasCreatedWorld) {
268
+ console.error("Invalid call to create physics world: world is already created");
269
+ return true;
270
+ }
271
+ this._hasCreatedWorld = true;
272
+ if (MODULES.RAPIER_PHYSICS.MAYBEMODULE == undefined) {
273
+ if (debugPhysics) console.trace("Loading rapier physics engine");
274
+ const module = await MODULES.RAPIER_PHYSICS.load();
275
+ await module.init();
276
+ }
277
+ if (debugPhysics) console.log("Physics engine initialized, creating world...");
278
+ this._world = new MODULES.RAPIER_PHYSICS.MODULE.World(this._gravity);
279
+ this.rapierRay = new MODULES.RAPIER_PHYSICS.MODULE.Ray({ x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 1 });
280
+ this.enabled = true;
281
+ this._isInitialized = true;
282
+ if (debugPhysics) console.log("Physics world created");
283
+ return true;
284
+ // NEEDLE_PHYSICS_INIT_END
285
+ }
286
+
287
+ /** Check is the physics engine has been initialized and the call can be made */
288
+ private validate() {
289
+ if (!this._isInitialized) {
290
+ if (debugPhysics) {
291
+ this["_lastWarnTime"] = this["_lastWarnTime"] ?? 0;
292
+ if (Date.now() - this["_lastWarnTime"] > 1000) {
293
+ this["_lastWarnTime"] = Date.now();
294
+ console.warn("Physics engine is not initialized");
295
+ }
296
+ }
297
+ }
298
+ }
299
+
300
+
301
+ private rapierRay!: Ray;
302
+ private raycastVectorsBuffer = new CircularBuffer(() => new Vector3(), 10);
303
+
304
+ public raycast(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
305
+ maxDistance?: number,
306
+ /** True if you want to also hit objects when the raycast starts from inside a collider */
307
+ solid?: boolean,
308
+ queryFilterFlags?: QueryFilterFlags,
309
+ filterGroups?: number,
310
+ /** Return false to ignore this collider */
311
+ filterPredicate?: (c: ICollider) => boolean,
312
+ /** When enabled the hit object's layer will be tested. If layer 2 is enabled the object will be ignored (Layer 2 == IgnoreRaycast)
313
+ * If not set the raycast will ignore objects in the IgnoreRaycast layer (default: true)
314
+ * @default undefined
315
+ */
316
+ useIgnoreRaycastLayer?: boolean
317
+ })
318
+ : null | { point: Vector3, collider: ICollider } {
319
+
320
+ if (!this._isInitialized) {
321
+ console.log("Physics engine is not initialized");
322
+ return null;
323
+ }
324
+
325
+ let maxDistance = options?.maxDistance;
326
+ let solid = options?.solid;
327
+
328
+ if (maxDistance === undefined) maxDistance = Infinity;
329
+ if (solid === undefined) solid = true;
330
+
331
+ const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
332
+ if (!ray) return null;
333
+
334
+ if (this.debugRenderRaycasts || showPhysicsRaycasts) Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
335
+
336
+ const hit = this.world?.castRay(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
337
+ const component = c[$componentKey];
338
+ if (options?.filterPredicate) return options.filterPredicate(component);
339
+ if (options?.useIgnoreRaycastLayer !== false) {
340
+ // ignore objects in the IgnoreRaycast=2 layer
341
+ return !component?.gameObject.layers.isEnabled(2);
342
+ }
343
+ return true;
344
+ });
345
+ if (hit) {
346
+ const point = ray.pointAt(hit.timeOfImpact);
347
+ const vec = this.raycastVectorsBuffer.get();
348
+ vec.set(point.x, point.y, point.z);
349
+ return { point: vec, collider: hit.collider[$componentKey] };
350
+ }
351
+
352
+ return null;
353
+ }
354
+
355
+ public raycastAndGetNormal(origin?: Vec2 | Vec3, direction?: Vec3, options?: {
356
+ maxDistance?: number,
357
+ /** True if you want to also hit objects when the raycast starts from inside a collider */
358
+ solid?: boolean,
359
+ queryFilterFlags?: QueryFilterFlags,
360
+ filterGroups?: number,
361
+ /** Return false to ignore this collider */
362
+ filterPredicate?: (c: ICollider) => boolean,
363
+ /** When enabled the hit object's layer will be tested. If layer 2 is enabled the object will be ignored (Layer 2 == IgnoreRaycast)
364
+ * If not set the raycast will ignore objects in the IgnoreRaycast layer (default: true)
365
+ * @default undefined
366
+ */
367
+ useIgnoreRaycastLayer?: boolean
368
+ })
369
+ : null | { point: Vector3, normal: Vector3, collider: ICollider } {
370
+
371
+ if (!this._isInitialized) {
372
+ return null;
373
+ }
374
+
375
+ let maxDistance = options?.maxDistance;
376
+ let solid = options?.solid;
377
+
378
+ if (maxDistance === undefined) maxDistance = Infinity;
379
+ if (solid === undefined) solid = true;
380
+
381
+ const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
382
+ if (!ray) return null;
383
+
384
+ if (this.debugRenderRaycasts || showPhysicsRaycasts) Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
385
+
386
+ const hit = this.world?.castRayAndGetNormal(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
387
+ const component = c[$componentKey];
388
+ if (options?.filterPredicate) return options.filterPredicate(component);
389
+ if (options?.useIgnoreRaycastLayer !== false) {
390
+ // ignore objects in the IgnoreRaycast=2 layer
391
+ return !component?.gameObject.layers.isEnabled(2);
392
+ }
393
+ return true;
394
+ });
395
+ if (hit) {
396
+ const point = ray.pointAt(hit.timeOfImpact);
397
+ const normal = hit.normal;
398
+ const vec = this.raycastVectorsBuffer.get();
399
+ const nor = this.raycastVectorsBuffer.get();
400
+ vec.set(point.x, point.y, point.z);
401
+ nor.set(normal.x, normal.y, normal.z);
402
+ return { point: vec, normal: nor, collider: hit.collider[$componentKey] };
403
+ }
404
+ return null;
405
+ }
406
+
407
+ private getPhysicsRay(ray: Ray, origin?: Vec2 | Vec3, direction?: Vec3): Ray | null {
408
+ const cam = this.context?.mainCamera;
409
+ if (origin === undefined) {
410
+ const pos = this.context?.input.getPointerPosition(0);
411
+ if (pos) origin = pos;
412
+ else return null;
413
+ }
414
+ // if we get origin in 2d space we need to project it to 3d space
415
+ if (origin["z"] === undefined) {
416
+ if (!cam) {
417
+ console.error("Can not perform raycast from 2d point - no main camera found");
418
+ return null;
419
+ }
420
+ const vec3 = this.raycastVectorsBuffer.get();
421
+ vec3.x = origin.x;
422
+ vec3.y = origin.y;
423
+ vec3.z = 0;
424
+ // if the origin is in screen space we need to convert it to raycaster space
425
+ if (vec3.x > 1 || vec3.y > 1 || vec3.y < -1 || vec3.x < -1) {
426
+ if (debugPhysics) console.warn("Converting screenspace to raycast space", vec3)
427
+ this.context?.input.convertScreenspaceToRaycastSpace(vec3);
428
+ }
429
+ vec3.unproject(cam);
430
+ origin = vec3;
431
+ }
432
+
433
+ const o = origin as Vec3;
434
+
435
+ ray.origin.x = o.x;
436
+ ray.origin.y = o.y;
437
+ ray.origin.z = o.z;
438
+ const vec = this.raycastVectorsBuffer.get();
439
+ if (direction)
440
+ vec.set(direction.x, direction.y, direction.z);
441
+ else {
442
+ if (!cam) {
443
+ console.error("Can not perform raycast - no camera found");
444
+ return null;
445
+ }
446
+ vec.set(ray.origin.x, ray.origin.y, ray.origin.z);
447
+ const camPosition = getWorldPosition(cam);
448
+ vec.sub(camPosition);
449
+ }
450
+ // we need to normalize the ray because our input is a max travel length and the direction may be not normalized
451
+ vec.normalize();
452
+ ray.dir.x = vec.x;
453
+ ray.dir.y = vec.y;
454
+ ray.dir.z = vec.z;
455
+ // Gizmos.DrawRay(ray.origin, ray.dir, 0xff0000, Infinity);
456
+ return ray;
457
+ }
458
+
459
+
460
+ private rapierSphere: Ball | null = null;
461
+ private readonly rapierColliderArray: Array<SphereOverlapResult> = [];
462
+ private readonly rapierIdentityRotation = { x: 0, y: 0, z: 0, w: 1 };
463
+ private readonly rapierForwardVector = { x: 0, y: 0, z: 1 };
464
+ /** Precice sphere overlap detection using rapier against colliders
465
+ * @param point center of the sphere in worldspace
466
+ * @param radius radius of the sphere
467
+ * @returns array of colliders that overlap with the sphere. Note: they currently only contain the collider and the gameobject
468
+ */
469
+ public sphereOverlap(point: Vector3, radius: number): Array<SphereOverlapResult> {
470
+ this.rapierColliderArray.length = 0;
471
+ if (!this._isInitialized) {
472
+ return this.rapierColliderArray;
473
+ }
474
+ if (!this.world) return this.rapierColliderArray;
475
+ this.rapierSphere ??= new MODULES.RAPIER_PHYSICS.MODULE.Ball(radius);
476
+ this.rapierSphere.radius = radius;
477
+
478
+ if (this.debugRenderRaycasts || showPhysicsRaycasts) Gizmos.DrawWireSphere(point, radius, 0x3344ff, 1);
479
+ this.world.intersectionsWithShape(point,
480
+ this.rapierIdentityRotation,
481
+ this.rapierSphere,
482
+ col => {
483
+ const collider = col[$componentKey] as ICollider
484
+ // if (collider.gameObject.layers.isEnabled(2)) return true;
485
+ const intersection = new SphereOverlapResult(collider.gameObject, collider);
486
+ this.rapierColliderArray.push(intersection);
487
+ return true; // Return `false` instead if we want to stop searching for other colliders that contain this point.
488
+ },
489
+ // TODO: it seems as QueryFilterFlags.EXCLUDE_SENSORS also excludes DYNAMIC Rigidbodies (only if they're set to kinematic)
490
+ undefined, // QueryFilterFlags.EXCLUDE_SENSORS,
491
+ undefined, undefined, undefined,
492
+ col => {
493
+ // we don't want to raycast against triggers (see comment about Exclude Sensors above)
494
+ if (col.isSensor()) return false;
495
+ const collider = col[$componentKey] as ICollider
496
+ return collider.gameObject.layers.isEnabled(2) == false
497
+ }
498
+ );
499
+ return this.rapierColliderArray;
500
+
501
+
502
+ // TODO: this only returns one hit
503
+ // let filterGroups = 0xffffffff;
504
+ // filterGroups &= ~(1 << 2);
505
+ // const hit: ShapeColliderTOI | null = this.world.castShape(point,
506
+ // this.rapierIdentityRotation,
507
+ // this.rapierForwardVector,
508
+ // this.rapierSphere,
509
+ // 0,
510
+ // QueryFilterFlags.EXCLUDE_SENSORS,
511
+ // // filterGroups,
512
+ // );
513
+ // // console.log(hit);
514
+ // if (hit) {
515
+ // const collider = hit.collider[$componentKey] as ICollider
516
+ // const intersection = new SphereOverlapResult(collider.gameObject);
517
+ // this.rapierColliderArray.push(intersection);
518
+ // // const localpt = hit.witness2;
519
+ // // // const normal = hit.normal2;
520
+ // // const hitPoint = new Vector3(localpt.x, localpt.y, localpt.z);
521
+ // // // collider.gameObject.localToWorld(hitPoint);
522
+ // // // const normalPt = new Vector3(normal.x, normal.y, normal.z);
523
+ // // // const mat = new Matrix4().setPosition(point).scale(new Vector3(radius, radius, radius));
524
+ // // // hitPoint.applyMatrix4(mat);
525
+ // // console.log(hit.witness2)
526
+ // // // hitPoint.add(point);
527
+ // // const dist = hitPoint.distanceTo(point);
528
+ // }
529
+
530
+ // return this.rapierColliderArray;
531
+ }
532
+
533
+
534
+
535
+
536
+ // physics simulation
537
+
538
+ enabled: boolean = false;
539
+ /** Get access to the rapier world */
540
+ public get world(): World | undefined { return this._world };
541
+
542
+ private _tempPosition: Vector3 = new Vector3();
543
+ private _tempQuaternion: Quaternion = new Quaternion();
544
+ private _tempScale: Vector3 = new Vector3();
545
+ private _tempMatrix: Matrix4 = new Matrix4();
546
+
547
+ private static _didLoadPhysicsEngine: boolean = false;
548
+
549
+ private _isUpdatingPhysicsWorld: boolean = false;
550
+ get isUpdating(): boolean { return this._isUpdatingPhysicsWorld; }
551
+
552
+
553
+ private _world?: World;
554
+ private _hasCreatedWorld: boolean = false;
555
+ private eventQueue?: EventQueue;
556
+ private collisionHandler?: PhysicsCollisionHandler;
557
+
558
+
559
+ private objects: IComponent[] = [];
560
+ private bodies: PhysicsBody[] = [];
561
+
562
+ private _meshCache: Map<string, Float32Array> = new Map<string, Float32Array>();
563
+
564
+ private _gravity = { x: 0.0, y: -9.81, z: 0.0 };
565
+
566
+ get gravity() {
567
+ return this.world?.gravity ?? this._gravity;
568
+ }
569
+
570
+ set gravity(value: Vec3) {
571
+ if (this.world) {
572
+ this.world.gravity = value;
573
+ }
574
+ else {
575
+ this._gravity = value;
576
+ }
577
+ }
578
+
579
+ clearCaches() {
580
+ this._meshCache.clear();
581
+ if (this.eventQueue?.raw)
582
+ this.eventQueue?.free();
583
+ if (this.world?.bodies)
584
+ this.world?.free();
585
+ }
586
+
587
+ async addBoxCollider(collider: ICollider, size: Vector3) {
588
+ if (!this._isInitialized)
589
+ await this.initialize();
590
+ if (!collider.activeAndEnabled) return;
591
+
592
+ if (!this.enabled) {
593
+ if (debugPhysics) console.warn("Physics are disabled");
594
+ return;
595
+ }
596
+ const obj = collider.gameObject;
597
+ const scale = getWorldScale(obj, this._tempPosition).multiply(size);
598
+ scale.multiplyScalar(0.5);
599
+
600
+ // prevent negative scale
601
+ if (scale.x < 0)
602
+ scale.x = Math.abs(scale.x);
603
+ if (scale.y < 0)
604
+ scale.y = Math.abs(scale.y);
605
+ if (scale.z < 0)
606
+ scale.z = Math.abs(scale.z);
607
+
608
+ // prevent zero scale - seems normals are flipped otherwise
609
+ if (scale.x == 0) scale.x = 0.0000001;
610
+ if (scale.y == 0) scale.y = 0.0000001;
611
+ if (scale.z == 0) scale.z = 0.0000001;
612
+
613
+ const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.cuboid(scale.x, scale.y, scale.z);
614
+ // const objectLayerMask = collider.gameObject.layers.mask;
615
+ // const mask = objectLayerMask & ~2;
616
+ // TODO: https://rapier.rs/docs/user_guides/javascript/colliders/#collision-groups-and-solver-groups
617
+ // desc.setCollisionGroups(objectLayerMask);
618
+ this.createCollider(collider, desc);
619
+ }
620
+
621
+ async addSphereCollider(collider: ICollider) {
622
+ if (!this._isInitialized)
623
+ await this.initialize();
624
+ if (!collider.activeAndEnabled) return;
625
+ if (!this.enabled) {
626
+ if (debugPhysics) console.warn("Physics are disabled");
627
+ return;
628
+ }
629
+ const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.ball(.5);
630
+ this.createCollider(collider, desc);
631
+ this.updateProperties(collider);
632
+ }
633
+
634
+ async addCapsuleCollider(collider: ICollider, height: number, radius: number) {
635
+ if (!this._isInitialized)
636
+ await this.initialize();
637
+ if (!collider.activeAndEnabled) return;
638
+ if (!this.enabled) {
639
+ if (debugPhysics) console.warn("Physics are disabled");
640
+ return;
641
+ }
642
+ const obj = collider.gameObject;
643
+ const scale = getWorldScale(obj, this._tempPosition);
644
+ // Prevent negative scales
645
+ scale.x = Math.abs(scale.x);
646
+ scale.y = Math.abs(scale.y);
647
+ const finalRadius = radius * scale.x;
648
+ // half height = distance between capsule origin and top sphere origin (not the top end of the capsule)
649
+ height = Math.max(height, finalRadius * 2);
650
+ const hh = Mathf.clamp((height * .5 * scale.y) - (radius * scale.x), 0, Number.MAX_SAFE_INTEGER);
651
+ const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.capsule(hh, finalRadius);
652
+ this.createCollider(collider, desc);
653
+ }
654
+
655
+ async addMeshCollider(collider: ICollider, mesh: Mesh, convex: boolean, extraScale?: Vector3) {
656
+
657
+ // capture the geometry before waiting for phyiscs engine
658
+ let geo = mesh.geometry;
659
+ if (!geo) {
660
+ if (debugPhysics) console.warn("Missing mesh geometry", mesh.name);
661
+ return;
662
+ }
663
+
664
+ // check if mesh is indexed, if not generate indices
665
+ if (!geo.index?.array?.length) {
666
+ console.warn(`Your MeshCollider is missing vertices or indices in the assined mesh \"${mesh.name}\". Consider providing an indexed geometry.`);
667
+ geo = BufferGeometryUtils.mergeVertices(geo);
668
+ }
669
+
670
+ let positions: Float32Array | null = null;
671
+
672
+ const positionAttribute = geo.getAttribute("position") as BufferAttribute | InterleavedBufferAttribute;
673
+ if (positionAttribute instanceof InterleavedBufferAttribute) {
674
+ const count = positionAttribute.count;
675
+ positions = new Float32Array(count * 3);
676
+ for (let i = 0; i < count; i++) {
677
+ const x = positionAttribute.getX(i);
678
+ const y = positionAttribute.getY(i);
679
+ const z = positionAttribute.getZ(i);
680
+ positions[i * 3] = x;
681
+ positions[i * 3 + 1] = y;
682
+ positions[i * 3 + 2] = z;
683
+ }
684
+ }
685
+ else {
686
+ positions = positionAttribute.array as Float32Array;
687
+ }
688
+
689
+ await this.initialize();
690
+
691
+ if (!this.enabled) {
692
+ if (debugPhysics) console.warn("Physics are disabled");
693
+ return;
694
+ }
695
+
696
+ if (!collider.activeAndEnabled) return;
697
+
698
+
699
+ // let positions = geo.getAttribute("position").array as Float32Array;
700
+ const indices = geo.index?.array as Uint32Array;
701
+
702
+ const scale = collider.gameObject.worldScale.clone();
703
+ if(extraScale) scale.multiply(extraScale);
704
+
705
+ // scaling seems not supported yet https://github.com/dimforge/rapier/issues/243
706
+ if (Math.abs(scale.x - 1) > 0.0001 || Math.abs(scale.y - 1) > 0.0001 || Math.abs(scale.z - 1) > 0.0001) {
707
+ const key = `${geo.uuid}_${scale.x}_${scale.y}_${scale.z}_${convex}`;
708
+ if (this._meshCache.has(key)) {
709
+ if (debugPhysics) console.warn("Use cached mesh collider")
710
+ positions = this._meshCache.get(key)!;
711
+ }
712
+ else {
713
+ if (debugPhysics || isDevEnvironment()) console.debug(`[Performance] Your MeshCollider \"${collider.name}\" is scaled: consider applying the scale to the collider mesh instead (${scale.x}, ${scale.y}, ${scale.z})`);
714
+ const scaledPositions = new Float32Array(positions.length);
715
+ for (let i = 0; i < positions.length; i += 3) {
716
+ scaledPositions[i] = positions[i] * scale.x;
717
+ scaledPositions[i + 1] = positions[i + 1] * scale.y;
718
+ scaledPositions[i + 2] = positions[i + 2] * scale.z;
719
+ }
720
+ positions = scaledPositions;
721
+ this._meshCache.set(key, scaledPositions);
722
+ }
723
+ }
724
+ const desc = convex
725
+ ? MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.convexHull(positions)
726
+ : MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.trimesh(positions, indices);
727
+ if (desc) {
728
+ this.createCollider(collider, desc);
729
+ // col.setMassProperties(1, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0, w: 1 });
730
+ // rb?.setTranslation({ x: 0, y: 2, z: 0 });
731
+ // col.setTranslationWrtParent(new Vector3(0,2,0));
732
+
733
+ }
734
+ }
735
+
736
+ updatePhysicsMaterial(col: ICollider) {
737
+ if (!col) return;
738
+ const physicsMaterial = col.sharedMaterial;
739
+ const rapier_collider = col[$bodyKey] as Collider;
740
+ if (!rapier_collider) return;
741
+
742
+ if (physicsMaterial) {
743
+ if (physicsMaterial.bounciness !== undefined)
744
+ rapier_collider.setRestitution(physicsMaterial.bounciness);
745
+
746
+ if (physicsMaterial.bounceCombine !== undefined) {
747
+ switch (physicsMaterial.bounceCombine) {
748
+ case PhysicsMaterialCombine.Average:
749
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
750
+ break;
751
+ case PhysicsMaterialCombine.Maximum:
752
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
753
+ break;
754
+ case PhysicsMaterialCombine.Minimum:
755
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
756
+ break;
757
+ case PhysicsMaterialCombine.Multiply:
758
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
759
+ break;
760
+ }
761
+ }
762
+
763
+ if (physicsMaterial.dynamicFriction !== undefined)
764
+ rapier_collider.setFriction(physicsMaterial.dynamicFriction);
765
+
766
+ if (physicsMaterial.frictionCombine !== undefined) {
767
+ switch (physicsMaterial.frictionCombine) {
768
+ case PhysicsMaterialCombine.Average:
769
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
770
+ break;
771
+ case PhysicsMaterialCombine.Maximum:
772
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
773
+ break;
774
+ case PhysicsMaterialCombine.Minimum:
775
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
776
+ break;
777
+ case PhysicsMaterialCombine.Multiply:
778
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
779
+ break;
780
+ }
781
+ }
782
+ }
783
+ }
784
+
785
+ /** Get the rapier body for a Needle component */
786
+ getBody(obj: ICollider | IRigidbody): null | any {
787
+ if (!obj) return null;
788
+ const body = obj[$bodyKey];
789
+ return body;
790
+ }
791
+
792
+ /** Get the Needle Engine component for a rapier object */
793
+ getComponent(rapierObject: object): IComponent | null {
794
+ if (!rapierObject) return null;
795
+ const component = rapierObject[$componentKey];
796
+ return component;
797
+ }
798
+
799
+ private createCollider(collider: ICollider, desc: ColliderDesc) {
800
+ if (!this.world) throw new Error("Physics world not initialized");
801
+ const matrix = this._tempMatrix;
802
+ let rigidBody: RigidBody | undefined = undefined;
803
+ if (!collider.attachedRigidbody) {
804
+ if (debugPhysics) console.log("Create collider without rigidbody", collider.name);
805
+ matrix.makeRotationFromQuaternion(getWorldQuaternion(collider.gameObject));
806
+ matrix.setPosition(getWorldPosition(collider.gameObject));
807
+ }
808
+ else {
809
+ rigidBody = this.getRigidbody(collider, this._tempMatrix);
810
+ }
811
+
812
+ matrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
813
+ this.tryApplyCenter(collider, this._tempPosition);
814
+ desc.setTranslation(this._tempPosition.x, this._tempPosition.y, this._tempPosition.z);
815
+ desc.setRotation(this._tempQuaternion);
816
+ desc.setSensor(collider.isTrigger);
817
+
818
+ // TODO: we might want to update this if the material changes
819
+ const physicsMaterial = collider.sharedMaterial;
820
+ if (physicsMaterial) {
821
+
822
+ if (physicsMaterial.bounciness !== undefined)
823
+ desc.setRestitution(physicsMaterial.bounciness);
824
+
825
+ if (physicsMaterial.bounceCombine !== undefined) {
826
+ switch (physicsMaterial.bounceCombine) {
827
+ case PhysicsMaterialCombine.Average:
828
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
829
+ break;
830
+ case PhysicsMaterialCombine.Maximum:
831
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
832
+ break;
833
+ case PhysicsMaterialCombine.Minimum:
834
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
835
+ break;
836
+ case PhysicsMaterialCombine.Multiply:
837
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
838
+ break;
839
+ }
840
+ }
841
+
842
+ if (physicsMaterial.dynamicFriction !== undefined)
843
+ desc.setFriction(physicsMaterial.dynamicFriction);
844
+
845
+ if (physicsMaterial.frictionCombine !== undefined) {
846
+ switch (physicsMaterial.frictionCombine) {
847
+ case PhysicsMaterialCombine.Average:
848
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
849
+ break;
850
+ case PhysicsMaterialCombine.Maximum:
851
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
852
+ break;
853
+ case PhysicsMaterialCombine.Minimum:
854
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
855
+ break;
856
+ case PhysicsMaterialCombine.Multiply:
857
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
858
+ break;
859
+ }
860
+ }
861
+ }
862
+
863
+ // if we want to use explicit mass properties, we need to set the collider density to 0
864
+ // otherwise rapier will compute the mass properties based on the collider shape and density
865
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
866
+ if (collider.attachedRigidbody?.autoMass === false) {
867
+ desc.setDensity(.000001);
868
+ desc.setMass(.000001);
869
+ }
870
+
871
+ try {
872
+ const col = this.world.createCollider(desc, rigidBody);
873
+ col[$componentKey] = collider;
874
+ collider[$bodyKey] = col;
875
+ col.setActiveEvents(MODULES.RAPIER_PHYSICS.MODULE.ActiveEvents.COLLISION_EVENTS);
876
+ // We want to receive collisitons between two triggers too
877
+ col.setActiveCollisionTypes(MODULES.RAPIER_PHYSICS.MODULE.ActiveCollisionTypes.ALL);
878
+ this.objects.push(collider);
879
+ this.bodies.push(col);
880
+
881
+ // set the collider layers
882
+ this.updateColliderCollisionGroups(collider);
883
+
884
+ return col;
885
+ }
886
+ catch (e) {
887
+ console.error("Error creating collider \"" + collider.name + "\"\nError:", e);
888
+ return null;
889
+ }
890
+ }
891
+
892
+ /**
893
+ * Updates the collision groups of a collider.
894
+ *
895
+ * @param collider - The collider to update.
896
+ */
897
+ private updateColliderCollisionGroups(collider: ICollider) {
898
+ const body = collider[$bodyKey] as Collider;
899
+ const members = collider.membership;
900
+ let memberMask = 0;
901
+ if (members == undefined) {
902
+ memberMask = 0xffff;
903
+ }
904
+ else {
905
+ for (let i = 0; i < members.length; i++) {
906
+ const member = members[i];
907
+ if (member > 31) console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
908
+ else memberMask |= 1 << Math.floor(member);
909
+ }
910
+ }
911
+
912
+ const mask = collider.filter;
913
+ let filterMask = 0;
914
+ if (mask == undefined) {
915
+ filterMask = 0xffff;
916
+ }
917
+ else {
918
+ for (let i = 0; i < mask.length; i++) {
919
+ const member = mask[i];
920
+ if (member > 31) console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
921
+ else filterMask |= 1 << Math.floor(member);
922
+ }
923
+ }
924
+ body.setCollisionGroups((memberMask << 16) | filterMask);
925
+ }
926
+
927
+ private getRigidbody(collider: ICollider, _matrix: Matrix4): RigidBody {
928
+
929
+ if (!this.world) throw new Error("Physics world not initialized");
930
+ let rigidBody: RigidBody | null = null;
931
+
932
+ if (collider.attachedRigidbody) {
933
+ const rb = collider.attachedRigidbody;
934
+ rigidBody = rb[$bodyKey];
935
+ if (!rigidBody) {
936
+ const kinematic = rb.isKinematic && !debugColliderPlacement;
937
+ if (debugPhysics)
938
+ console.log("Create rigidbody", kinematic);
939
+ const rigidBodyDesc = (kinematic ? MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased() : MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.dynamic()) as RigidBodyDesc;
940
+ const pos = getWorldPosition(collider.attachedRigidbody.gameObject);
941
+ rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
942
+ rigidBodyDesc.setRotation(getWorldQuaternion(collider.attachedRigidbody.gameObject));
943
+ rigidBodyDesc.centerOfMass = new MODULES.RAPIER_PHYSICS.MODULE.Vector3(rb.centerOfMass.x, rb.centerOfMass.y, rb.centerOfMass.z);
944
+ rigidBody = this.world.createRigidBody(rigidBodyDesc);
945
+ this.bodies.push(rigidBody);
946
+ this.objects.push(rb);
947
+ }
948
+ rigidBody[$componentKey] = rb;
949
+ rb[$bodyKey] = rigidBody;
950
+ this.internalUpdateRigidbodyProperties(rb, rigidBody);
951
+ this.getRigidbodyRelativeMatrix(collider.gameObject, rb.gameObject, _matrix);
952
+ collider[$colliderRigidbody] = rigidBody;
953
+ }
954
+ else {
955
+ const rigidBodyDesc = MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased();
956
+ const pos = getWorldPosition(collider.gameObject);
957
+ rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
958
+ rigidBodyDesc.setRotation(getWorldQuaternion(collider.gameObject));
959
+ rigidBody = this.world.createRigidBody(rigidBodyDesc);
960
+ _matrix.identity();
961
+ rigidBody[$componentKey] = null;
962
+ }
963
+
964
+
965
+ return rigidBody;
966
+ }
967
+
968
+ private internal_getRigidbody(rb: IRigidbody | ICollider): RigidBody | null {
969
+ if ((rb as ICollider).isCollider === true) return rb[$colliderRigidbody] as RigidBody;
970
+ return rb[$bodyKey] as RigidBody;
971
+ }
972
+
973
+ private internalUpdateColliderProperties(col: ICollider, collider: Collider) {
974
+ const shape = collider.shape;
975
+ let sizeHasChanged = false;
976
+ switch (shape.type) {
977
+ // Sphere Collider
978
+ case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Ball:
979
+ {
980
+ const ball = shape as Ball;
981
+ const sc = col as ISphereCollider;
982
+ const obj = col.gameObject;
983
+ const scale = getWorldScale(obj, this._tempPosition);
984
+ const radius = Math.abs(sc.radius * scale.x);
985
+ sizeHasChanged = ball.radius !== radius;
986
+ ball.radius = radius;
987
+ if (sizeHasChanged) {
988
+ collider.setShape(ball);
989
+ }
990
+ break;
991
+ }
992
+ case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Cuboid:
993
+ const cuboid = shape as Cuboid;
994
+ const sc = col as IBoxCollider;
995
+ const obj = col.gameObject;
996
+ const scale = getWorldScale(obj, this._tempPosition);
997
+ const newX = sc.size.x * 0.5 * scale.x;
998
+ const newY = sc.size.y * 0.5 * scale.y;
999
+ const newZ = sc.size.z * 0.5 * scale.z;
1000
+ sizeHasChanged = cuboid.halfExtents.x !== newX || cuboid.halfExtents.y !== newY || cuboid.halfExtents.z !== newZ;
1001
+ cuboid.halfExtents.x = newX;
1002
+ cuboid.halfExtents.y = newY;
1003
+ cuboid.halfExtents.z = newZ;
1004
+ if (sizeHasChanged) {
1005
+ collider.setShape(cuboid);
1006
+ }
1007
+ break;
1008
+ }
1009
+
1010
+ if (sizeHasChanged) {
1011
+ const rb = col.attachedRigidbody;
1012
+ if (rb?.autoMass) {
1013
+ const ph = this.getBody(rb) as RigidBody
1014
+ ph?.recomputeMassPropertiesFromColliders();
1015
+ }
1016
+ }
1017
+
1018
+ this.updateColliderCollisionGroups(col);
1019
+
1020
+ if (col.isTrigger !== collider.isSensor())
1021
+ collider.setSensor(col.isTrigger);
1022
+ }
1023
+
1024
+ private internalUpdateRigidbodyProperties(rb: IRigidbody, rigidbody: RigidBody) {
1025
+ // continuous collision detection
1026
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection
1027
+ rigidbody.enableCcd(rb.collisionDetectionMode !== CollisionDetectionMode.Discrete);
1028
+ rigidbody.setLinearDamping(rb.drag);
1029
+ rigidbody.setAngularDamping(rb.angularDrag);
1030
+ rigidbody.setGravityScale(rb.useGravity ? rb.gravityScale : 0, true);
1031
+
1032
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
1033
+ if (rb.dominanceGroup <= 127 && rb.dominanceGroup >= -127)
1034
+ rigidbody.setDominanceGroup(Math.floor(rb.dominanceGroup))
1035
+ else rigidbody.setDominanceGroup(0);
1036
+
1037
+ if (rb.autoMass) {
1038
+ rigidbody.setAdditionalMass(0, false);
1039
+ for (let i = 0; i < rigidbody.numColliders(); i++) {
1040
+ const col = rigidbody.collider(i);
1041
+ col.setDensity(1);
1042
+ }
1043
+ rigidbody.recomputeMassPropertiesFromColliders();
1044
+ }
1045
+ else {
1046
+ rigidbody.setAdditionalMass(rb.mass, false);
1047
+ for (let i = 0; i < rigidbody.numColliders(); i++) {
1048
+ const col = rigidbody.collider(i);
1049
+ col.setDensity(0.0000001);
1050
+ }
1051
+ rigidbody.recomputeMassPropertiesFromColliders();
1052
+ }
1053
+
1054
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
1055
+ // rigidbody.setAdditionalMass(rb.mass, true);
1056
+ // for (let i = 0; i < rigidbody.numColliders(); i++) {
1057
+ // const collider = rigidbody.collider(i);
1058
+ // if (collider) {
1059
+ // collider.setMass(rb.mass);
1060
+ // // const density = rb.mass / collider.shape.computeMassProperties().mass;
1061
+ // }
1062
+ // }
1063
+
1064
+ // lock rotations
1065
+ rigidbody.setEnabledRotations(!rb.lockRotationX, !rb.lockRotationY, !rb.lockRotationZ, false);
1066
+ rigidbody.setEnabledTranslations(!rb.lockPositionX, !rb.lockPositionY, !rb.lockPositionZ, false);
1067
+
1068
+ if (rb.isKinematic) {
1069
+ rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased, false);
1070
+ }
1071
+ else {
1072
+ rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Dynamic, false);
1073
+ }
1074
+ }
1075
+
1076
+ // private _lastStepTime: number | undefined = 0;
1077
+ private lines?: LineSegments;
1078
+
1079
+ public step(dt?: number) {
1080
+ if (!this.world) return;
1081
+ if (!this.enabled) return;
1082
+ this._isUpdatingPhysicsWorld = true;
1083
+ if (!this.eventQueue) {
1084
+ this.eventQueue = new MODULES.RAPIER_PHYSICS.MODULE.EventQueue(false);
1085
+ }
1086
+ if (dt === undefined || dt <= 0) {
1087
+ this._isUpdatingPhysicsWorld = false;
1088
+ return;
1089
+ }
1090
+ else if (dt !== undefined) {
1091
+ // if we make to sudden changes to the timestep the physics can get unstable
1092
+ // https://rapier.rs/docs/user_guides/javascript/integration_parameters/#dt
1093
+ this.world.timestep = Mathf.lerp(this.world.timestep, dt, 0.8);
1094
+ }
1095
+ try {
1096
+ this.world.step(this.eventQueue);
1097
+ }
1098
+ catch (e) {
1099
+ console.warn("Error running physics step", e);
1100
+ }
1101
+ this._isUpdatingPhysicsWorld = false;
1102
+ }
1103
+
1104
+ public postStep() {
1105
+ if (!this.world) return;
1106
+ if (!this.enabled) return;
1107
+ this._isUpdatingPhysicsWorld = true;
1108
+ this.syncObjects();
1109
+ this._isUpdatingPhysicsWorld = false;
1110
+
1111
+ if (this.eventQueue && !this.collisionHandler) {
1112
+ this.collisionHandler = new PhysicsCollisionHandler(this.world, this.eventQueue);
1113
+ }
1114
+ if (this.collisionHandler) {
1115
+ this.collisionHandler.handleCollisionEvents();
1116
+ this.collisionHandler.update();
1117
+ }
1118
+ this.updateDebugRendering(this.world);
1119
+ }
1120
+
1121
+ private updateDebugRendering(world: World) {
1122
+ if (debugPhysics || debugColliderPlacement || showColliders || this.debugRenderColliders === true) {
1123
+ if (!this.lines) {
1124
+ const material = new LineBasicMaterial({
1125
+ color: 0x77dd77,
1126
+ fog: false,
1127
+ // vertexColors: VertexColors
1128
+ });
1129
+ const geometry = new BufferGeometry();
1130
+ this.lines = new LineSegments(geometry, material);
1131
+ this.lines.layers.disableAll();
1132
+ this.lines.layers.enable(2);
1133
+ }
1134
+ if (this.lines.parent !== this.context?.scene)
1135
+ this.context?.scene.add(this.lines);
1136
+ const buffers = world.debugRender();
1137
+ this.lines.geometry.setAttribute('position', new BufferAttribute(buffers.vertices, 3));
1138
+ this.lines.geometry.setAttribute('color', new BufferAttribute(buffers.colors, 4));
1139
+ // If a scene has no colliders at all at the start of the scene
1140
+ // the bounding sphere radius will be 0 and the lines will not be rendered
1141
+ // so we need to update the bounding sphere (perhaps it's enough to do this once...)
1142
+ if (this.context!.time.frame % 30 === 0 || this.lines.geometry.boundingSphere?.radius === 0) {
1143
+ this.lines.geometry.computeBoundingSphere();
1144
+ }
1145
+ }
1146
+ else {
1147
+ if (this.lines) {
1148
+ this.context?.scene.remove(this.lines);
1149
+ }
1150
+ }
1151
+ }
1152
+
1153
+ /** sync rendered objects with physics world (except for colliders without rigidbody) */
1154
+ private syncObjects() {
1155
+ if (debugColliderPlacement) return;
1156
+ for (let i = 0; i < this.bodies.length; i++) {
1157
+ const obj = this.objects[i];
1158
+ const body = this.bodies[i] as Collider;
1159
+
1160
+ // if the collider is not attached to a rigidbody
1161
+ // it means that its kinematic so we need to update its position
1162
+ const col = (obj as ICollider);
1163
+ if (col?.isCollider === true && !col.attachedRigidbody) {
1164
+ const rigidbody = body.parent();
1165
+ if (rigidbody)
1166
+ this.syncPhysicsBody(obj.gameObject, rigidbody, true, true);
1167
+ else
1168
+ this.syncPhysicsBody(obj.gameObject, body, true, true);
1169
+ continue;
1170
+ }
1171
+
1172
+
1173
+ // sync
1174
+ const pos = body.translation();
1175
+ const rot = body.rotation();
1176
+ if (Number.isNaN(pos.x) || Number.isNaN(rot.x)) {
1177
+ if (!col["__COLLIDER_NAN"] && isDevEnvironment()) {
1178
+ console.warn("Collider has NaN values", col.name, col.gameObject, body);
1179
+ col["__COLLIDER_NAN"] = true;
1180
+ }
1181
+ continue;
1182
+ }
1183
+
1184
+ // make sure to keep the collider offset
1185
+ const center = obj["center"] as Vector3;
1186
+ if (center && center.isVector3) {
1187
+ this._tempQuaternion.set(rot.x, rot.y, rot.z, rot.w);
1188
+ const offset = this._tempPosition.copy(center).applyQuaternion(this._tempQuaternion);
1189
+ const scale = getWorldScale(obj.gameObject);
1190
+ offset.multiply(scale);
1191
+ pos.x -= offset.x;
1192
+ pos.y -= offset.y;
1193
+ pos.z -= offset.z;
1194
+ }
1195
+ setWorldPositionXYZ(obj.gameObject, pos.x, pos.y, pos.z);
1196
+ setWorldQuaternionXYZW(obj.gameObject, rot.x, rot.y, rot.z, rot.w);
1197
+ }
1198
+ }
1199
+
1200
+ private syncPhysicsBody(obj: Object3D, body: RigidBody | Collider, translation: boolean, rotation: boolean) {
1201
+
1202
+ // const bodyType = body.bodyType();
1203
+ // const previous = physicsBody.translation();
1204
+ // const vel = physicsBody.linvel();
1205
+
1206
+ if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
1207
+ const worldPosition = getWorldPosition(obj, this._tempPosition);
1208
+ const worldQuaternion = getWorldQuaternion(obj, this._tempQuaternion);
1209
+ const type = body.bodyType();
1210
+ switch (type) {
1211
+ case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Fixed:
1212
+ case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased:
1213
+ case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicVelocityBased:
1214
+ if (translation)
1215
+ body.setNextKinematicTranslation(worldPosition);
1216
+ if (rotation)
1217
+ body.setNextKinematicRotation(worldQuaternion);
1218
+ break;
1219
+ default:
1220
+ if (translation)
1221
+ body.setTranslation(worldPosition, false);
1222
+ if (rotation)
1223
+ body.setRotation(worldQuaternion, false);
1224
+ break;
1225
+
1226
+ }
1227
+ }
1228
+ else if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
1229
+ if (obj.matrixWorldNeedsUpdate) {
1230
+ obj.updateWorldMatrix(true, false);
1231
+ }
1232
+ obj.matrixWorld.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1233
+ const wp = this._tempPosition;
1234
+ const wq = this._tempQuaternion;
1235
+ // const wp = getWorldPosition(obj, this._tempPosition);
1236
+ // const wq = getWorldQuaternion(obj, this._tempQuaternion);
1237
+ const collider = body[$componentKey] as ICollider;
1238
+ this.tryApplyCenter(collider, wp);
1239
+
1240
+ // we need to check if translation or rotation have changed, otherwise the physics engine will wakeup rigidbody that are in contact with this collider
1241
+ if (translation) {
1242
+ const ct = body.translation();
1243
+ if (ct.x !== wp.x || ct.y !== wp.y || ct.z !== wp.z)
1244
+ body.setTranslation(wp);
1245
+ }
1246
+ if (rotation) {
1247
+ const cr = body.rotation();
1248
+ if (cr.x !== wq.x || cr.y !== wq.y || cr.z !== wq.z || cr.w !== wq.w)
1249
+ body.setRotation(wq);
1250
+ }
1251
+ }
1252
+
1253
+ // physicsBody.setBodyType(RAPIER.RigidBodyType.Fixed);
1254
+ // physicsBody.setLinvel(vel, false);
1255
+
1256
+ // update velocity
1257
+ // const pos = physicsBody.translation();
1258
+ // pos.x -= previous.x;
1259
+ // pos.y -= previous.y;
1260
+ // pos.z -= previous.z;
1261
+ // // threhold
1262
+ // const t = 1;
1263
+ // const canUpdateVelocity = Math.abs(pos.x) < t && Math.abs(pos.y) < t && Math.abs(pos.z) < t;
1264
+ // if (canUpdateVelocity) {
1265
+ // const damping = 1 + this.context.time.deltaTime;
1266
+ // vel.x *= damping;
1267
+ // vel.y *= damping;
1268
+ // vel.z *= damping;
1269
+ // vel.x += pos.x;
1270
+ // vel.y += pos.y;
1271
+ // vel.z += pos.z;
1272
+ // console.log(vel);
1273
+ // physicsBody.setLinvel(vel, true);
1274
+ // }
1275
+ // else if(debugPhysics) console.warn("Movement exceeded threshold, not updating velocity", pos);
1276
+
1277
+ // body.setBodyType(bodyType);
1278
+ }
1279
+
1280
+ private readonly _tempCenterPos: Vector3 = new Vector3();
1281
+ private readonly _tempCenterVec: Vector3 = new Vector3();
1282
+ private readonly _tempCenterQuaternion: Quaternion = new Quaternion();
1283
+ private tryApplyCenter(collider: ICollider, targetVector: Vector3) {
1284
+ const center = collider.center;
1285
+ if (center && collider.gameObject) {
1286
+ if (center.x !== 0 || center.y !== 0 || center.z !== 0) {
1287
+ // TODO: fix export of center in editor integrations so we dont have to flip here
1288
+ this._tempCenterPos.x = center.x;
1289
+ this._tempCenterPos.y = center.y;
1290
+ this._tempCenterPos.z = center.z;
1291
+ getWorldScale(collider.gameObject, this._tempCenterVec);
1292
+ this._tempCenterPos.multiply(this._tempCenterVec);
1293
+ if (!collider.attachedRigidbody) {
1294
+ getWorldQuaternion(collider.gameObject, this._tempCenterQuaternion);
1295
+ this._tempCenterPos.applyQuaternion(this._tempCenterQuaternion);
1296
+ }
1297
+ else {
1298
+ this._tempCenterPos.applyQuaternion(collider.gameObject.quaternion);
1299
+ }
1300
+ targetVector.x += this._tempCenterPos.x;
1301
+ targetVector.y += this._tempCenterPos.y;
1302
+ targetVector.z += this._tempCenterPos.z;
1303
+ }
1304
+ }
1305
+ }
1306
+
1307
+ private static _matricesBuffer: Matrix4[] = [];
1308
+ private getRigidbodyRelativeMatrix(comp: Object3D, rigidbody: Object3D, mat: Matrix4, matrices?: Matrix4[]): Matrix4 {
1309
+ // collect all matrices to the rigidbody and then build the rigidbody relative matrix
1310
+ if (matrices === undefined) {
1311
+ matrices = RapierPhysics._matricesBuffer;
1312
+ matrices.length = 0;
1313
+ }
1314
+ if (comp === rigidbody) {
1315
+ const scale = getWorldScale(comp, this._tempPosition);
1316
+ mat.makeScale(scale.x, scale.y, scale.z);
1317
+ for (let i = matrices.length - 1; i >= 0; i--) {
1318
+ mat.multiply(matrices[i]);
1319
+ }
1320
+ return mat;
1321
+ }
1322
+ matrices.push(comp.matrix);
1323
+ if (comp.parent) {
1324
+ this.getRigidbodyRelativeMatrix(comp.parent, rigidbody, mat, matrices);
1325
+ }
1326
+ return mat;
1327
+ }
1328
+
1329
+ private static centerConnectionPos = { x: 0, y: 0, z: 0 };
1330
+ private static centerConnectionRot = { x: 0, y: 0, z: 0, w: 1 };
1331
+
1332
+
1333
+
1334
+ addFixedJoint(body1: IRigidbody, body2: IRigidbody) {
1335
+ if (!this.world) {
1336
+ console.error("Physics world not initialized");
1337
+ return;
1338
+ }
1339
+ const b1 = body1[$bodyKey] as RigidBody;
1340
+ const b2 = body2[$bodyKey] as RigidBody;
1341
+
1342
+ this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1343
+ this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1344
+
1345
+ const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.fixed(
1346
+ RapierPhysics.centerConnectionPos, RapierPhysics.centerConnectionRot,
1347
+ this._tempPosition, this._tempQuaternion,
1348
+ );
1349
+ const joint = this.world.createImpulseJoint(params, b1, b2, true);
1350
+ if (debugPhysics)
1351
+ console.log("ADD FIXED JOINT", joint)
1352
+ }
1353
+
1354
+
1355
+ /** The joint prevents any relative movement between two rigid-bodies, except for relative rotations along one axis. This is typically used to simulate wheels, fans, etc. They are characterized by one local anchor as well as one local axis on each rigid-body. */
1356
+ addHingeJoint(body1: IRigidbody, body2: IRigidbody, anchor: { x: number, y: number, z: number }, axis: { x: number, y: number, z: number }) {
1357
+ if (!this.world) {
1358
+ console.error("Physics world not initialized");
1359
+ return;
1360
+ }
1361
+ const b1 = body1[$bodyKey] as RigidBody;
1362
+ const b2 = body2[$bodyKey] as RigidBody;
1363
+
1364
+ this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1365
+ this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1366
+
1367
+ const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.revolute(anchor, this._tempPosition, axis);
1368
+ const joint = this.world.createImpulseJoint(params, b1, b2, true);
1369
+ if (debugPhysics)
1370
+ console.log("ADD HINGE JOINT", joint)
1371
+ }
1372
+
1373
+
1374
+ private calculateJointRelativeMatrices(body1: IGameObject, body2: IGameObject, mat: Matrix4) {
1375
+ body1.updateWorldMatrix(true, false);
1376
+ body2.updateWorldMatrix(true, false);
1377
+ const world1 = body1.matrixWorld;
1378
+ const world2 = body2.matrixWorld;
1379
+ // set scale to 1
1380
+ world1.elements[0] = 1;
1381
+ world1.elements[5] = 1;
1382
+ world1.elements[10] = 1;
1383
+ world2.elements[0] = 1;
1384
+ world2.elements[5] = 1;
1385
+ world2.elements[10] = 1;
1386
+ mat.copy(world2).premultiply(world1.invert()).invert();
1387
+ }
1388
+ }
1389
+
1390
+
1391
+
1392
+ /** responsible of processing collision events for the component system */
1393
+ class PhysicsCollisionHandler {
1394
+
1395
+ readonly world: World;
1396
+ readonly eventQueue: EventQueue;
1397
+
1398
+ constructor(world: World, eventQueue: EventQueue) {
1399
+ this.world = world;
1400
+ this.eventQueue = eventQueue;
1401
+ }
1402
+
1403
+ private activeCollisions: Array<{ collider: ICollider, component: IComponent, collision: Collision }> = [];
1404
+ private activeCollisionsStay: Array<{ collider: ICollider, component: IComponent, collision: Collision }> = [];
1405
+ private activeTriggers: Array<{ collider: ICollider, component: IComponent, otherCollider: ICollider }> = [];
1406
+
1407
+ handleCollisionEvents() {
1408
+ if (!this.eventQueue) return;
1409
+ if (!this.world) return;
1410
+ this.eventQueue.drainCollisionEvents((handle1, handle2, started) => {
1411
+ const col1 = this.world!.getCollider(handle1);
1412
+ const col2 = this.world!.getCollider(handle2);
1413
+ if (!col1 || !col2) return;
1414
+ const colliderComponent1 = col1[$componentKey];
1415
+ const colliderComponent2 = col2[$componentKey];
1416
+ if (debugCollisions)
1417
+ console.log("EVT", colliderComponent1.name, colliderComponent2.name, started, col1, col2);
1418
+ if (colliderComponent1 && colliderComponent2) {
1419
+ if (started) {
1420
+ this.onCollisionStarted(colliderComponent1, col1, colliderComponent2, col2);
1421
+ this.onCollisionStarted(colliderComponent2, col2, colliderComponent1, col1);
1422
+ }
1423
+ else {
1424
+ this.onCollisionEnded(colliderComponent1, colliderComponent2);
1425
+ this.onCollisionEnded(colliderComponent2, colliderComponent1);
1426
+ }
1427
+ }
1428
+ });
1429
+ }
1430
+
1431
+ update() {
1432
+ this.onHandleCollisionStay();
1433
+ }
1434
+
1435
+ private onCollisionStarted(self: ICollider, selfBody: Collider, other: ICollider, otherBody: Collider) {
1436
+ let collision: Collision | null = null;
1437
+
1438
+ // if one is a trigger we dont get collisions but want to raise the trigger events
1439
+ if (self.isTrigger || other.isTrigger) {
1440
+ foreachComponent(self.gameObject, (c: IComponent) => {
1441
+ if (c.onTriggerEnter && !c.destroyed) {
1442
+ c.onTriggerEnter(other);
1443
+ }
1444
+ this.activeTriggers.push({ collider: self, component: c, otherCollider: other });
1445
+ });
1446
+ }
1447
+ else {
1448
+ const object = self.gameObject;
1449
+ // TODO: we dont respect the flip value here!
1450
+ this.world.contactPair(selfBody, otherBody, (manifold, _flipped) => {
1451
+ foreachComponent(object, (c: IComponent) => {
1452
+ if (c.destroyed) return;
1453
+ const hasDeclaredEventMethod = c.onCollisionEnter || c.onCollisionStay || c.onCollisionExit;
1454
+ if (hasDeclaredEventMethod || debugCollisions) {
1455
+ if (!collision) {
1456
+ const contacts: Array<ContactPoint> = [];
1457
+ const normal = manifold.normal();
1458
+ // invert the normal for convex MeshColliders, NE-2680
1459
+ if (other instanceof MeshCollider && other.convex) {
1460
+ normal.x = -normal.x;
1461
+ normal.y = -normal.y;
1462
+ normal.z = -normal.z;
1463
+ }
1464
+ for (let i = 0; i < manifold.numSolverContacts(); i++) {
1465
+ // solver points are in world space
1466
+ // https://rapier.rs/docs/user_guides/javascript/advanced_collision_detection_js#the-contact-graph
1467
+ const pt = manifold.solverContactPoint(i);
1468
+ const impulse = manifold.contactImpulse(i);
1469
+ if (pt) {
1470
+ const dist = manifold.contactDist(i);
1471
+ const friction = manifold.solverContactFriction(i);
1472
+ const tangentVelocity = manifold.solverContactTangentVelocity(i);
1473
+ const contact = new ContactPoint(pt, dist, normal, impulse, friction, tangentVelocity);
1474
+ contacts.push(contact);
1475
+ if (debugCollisions) {
1476
+ Gizmos.DrawDirection(pt, normal, 0xff0000, 3, true);
1477
+ }
1478
+ }
1479
+ }
1480
+ collision = new Collision(object, other, contacts);
1481
+ }
1482
+
1483
+ // we only need to keep track if any event exists
1484
+ if (hasDeclaredEventMethod) {
1485
+ const info = { collider: self, component: c, collision };
1486
+
1487
+ this.activeCollisions.push(info);
1488
+ if (c.onCollisionStay) {
1489
+ this.activeCollisionsStay.push(info);
1490
+ }
1491
+
1492
+ c.onCollisionEnter?.call(c, collision);
1493
+ }
1494
+
1495
+ }
1496
+ });
1497
+ });
1498
+ }
1499
+ }
1500
+
1501
+ private onHandleCollisionStay() {
1502
+ for (const active of this.activeCollisionsStay) {
1503
+ const c = active.component;
1504
+ if (c.destroyed) continue;
1505
+ if (c.activeAndEnabled && c.onCollisionStay) {
1506
+ if (active.collision.collider.destroyed) continue;
1507
+ const arg = active.collision;
1508
+ c.onCollisionStay(arg);
1509
+ }
1510
+ }
1511
+ for (const active of this.activeTriggers) {
1512
+ const c = active.component;
1513
+ if (c.destroyed) continue;
1514
+ if (c.activeAndEnabled && c.onTriggerStay) {
1515
+ const arg = active.otherCollider;
1516
+ if (arg.destroyed) continue;
1517
+ c.onTriggerStay(arg);
1518
+ }
1519
+ }
1520
+ }
1521
+
1522
+ private onCollisionEnded(self: ICollider, other: ICollider) {
1523
+ if (self.destroyed || other.destroyed) return;
1524
+ for (let i = 0; i < this.activeCollisions.length; i++) {
1525
+ const active = this.activeCollisions[i];
1526
+ const collider = active.collider;
1527
+ if (collider.destroyed || active.collision.collider.destroyed) {
1528
+ this.activeCollisions.splice(i, 1);
1529
+ i--;
1530
+ continue;
1531
+ }
1532
+ if (collider === self && active.collision.collider === other) {
1533
+ const c = active.component;
1534
+ this.activeCollisions.splice(i, 1);
1535
+ i--;
1536
+ if (c.activeAndEnabled && c.onCollisionExit) {
1537
+ const collision = active.collision;
1538
+ c.onCollisionExit(collision);
1539
+ }
1540
+ }
1541
+ }
1542
+ for (let i = 0; i < this.activeCollisionsStay.length; i++) {
1543
+ const active = this.activeCollisionsStay[i];
1544
+ const collider = active.collider;
1545
+ if (collider.destroyed || active.collision.collider.destroyed) {
1546
+ this.activeCollisionsStay.splice(i, 1);
1547
+ i--;
1548
+ continue;
1549
+ }
1550
+ if (collider === self && active.collision.collider === other) {
1551
+ const c = active.component;
1552
+ this.activeCollisionsStay.splice(i, 1);
1553
+ i--;
1554
+ if (c.activeAndEnabled && c.onCollisionExit) {
1555
+ const collision = active.collision;
1556
+ c.onCollisionExit(collision);
1557
+ }
1558
+ }
1559
+ }
1560
+ for (let i = 0; i < this.activeTriggers.length; i++) {
1561
+ const active = this.activeTriggers[i];
1562
+ const collider = active.collider;
1563
+ if (collider.destroyed || active.otherCollider.destroyed) {
1564
+ this.activeTriggers.splice(i, 1);
1565
+ i--;
1566
+ continue;
1567
+ }
1568
+ if (collider === self && active.otherCollider === other) {
1569
+ const c = active.component;
1570
+ this.activeTriggers.splice(i, 1);
1571
+ i--;
1572
+ if (c.activeAndEnabled && c.onTriggerExit) {
1573
+ const collision = active.otherCollider;
1574
+ c.onTriggerExit(collision);
1575
+ }
1576
+ }
1577
+ }
1578
+ }
1579
+ }