@needle-tools/engine 4.4.1 → 4.4.2

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 (1043) hide show
  1. package/CHANGELOG.md +3671 -3667
  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 +333 -219
  6. package/dist/needle-engine.bundle.light.js +333 -219
  7. package/dist/needle-engine.bundle.light.min.js +4 -4
  8. package/dist/needle-engine.bundle.light.umd.cjs +4 -4
  9. package/dist/needle-engine.bundle.min.js +4 -4
  10. package/dist/needle-engine.bundle.umd.cjs +4 -4
  11. package/dist/needle-engine.d.ts +130 -129
  12. package/dist/needle-engine.light.d.ts +130 -129
  13. package/lib/asap/needle-asap.d.ts +1 -1
  14. package/lib/asap/needle-asap.js +95 -95
  15. package/lib/asap/sessiongranted.d.ts +3 -3
  16. package/lib/asap/sessiongranted.js +65 -65
  17. package/lib/asap/utils.d.ts +1 -1
  18. package/lib/asap/utils.js +3 -3
  19. package/lib/engine/analytics/index.d.ts +6 -6
  20. package/lib/engine/analytics/index.js +12 -12
  21. package/lib/engine/analytics/lcp.d.ts +3 -3
  22. package/lib/engine/analytics/lcp.js +34 -34
  23. package/lib/engine/api.d.ts +81 -81
  24. package/lib/engine/api.js +80 -80
  25. package/lib/engine/assets/index.d.ts +11 -11
  26. package/lib/engine/assets/index.js +47 -47
  27. package/lib/engine/assets/static.d.ts +1 -1
  28. package/lib/engine/assets/static.js +4 -4
  29. package/lib/engine/codegen/register_types.d.ts +1 -1
  30. package/lib/engine/codegen/register_types.js +300 -300
  31. package/lib/engine/debug/debug.d.ts +15 -15
  32. package/lib/engine/debug/debug.js +44 -44
  33. package/lib/engine/debug/debug_console.d.ts +2 -2
  34. package/lib/engine/debug/debug_console.js +307 -307
  35. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  36. package/lib/engine/debug/debug_overlay.js +316 -316
  37. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  38. package/lib/engine/debug/debug_spatial_console.js +390 -390
  39. package/lib/engine/debug/index.d.ts +2 -2
  40. package/lib/engine/debug/index.js +2 -2
  41. package/lib/engine/engine_addressables.d.ts +166 -166
  42. package/lib/engine/engine_addressables.js +608 -608
  43. package/lib/engine/engine_animation.d.ts +43 -43
  44. package/lib/engine/engine_animation.js +133 -133
  45. package/lib/engine/engine_application.d.ts +40 -40
  46. package/lib/engine/engine_application.js +104 -104
  47. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  48. package/lib/engine/engine_assetdatabase.js +344 -344
  49. package/lib/engine/engine_audio.d.ts +4 -4
  50. package/lib/engine/engine_audio.js +23 -23
  51. package/lib/engine/engine_camera.d.ts +13 -13
  52. package/lib/engine/engine_camera.js +30 -30
  53. package/lib/engine/engine_components.d.ts +110 -110
  54. package/lib/engine/engine_components.js +382 -382
  55. package/lib/engine/engine_components_internal.d.ts +9 -9
  56. package/lib/engine/engine_components_internal.js +36 -36
  57. package/lib/engine/engine_constants.d.ts +10 -10
  58. package/lib/engine/engine_constants.js +41 -41
  59. package/lib/engine/engine_context.d.ts +472 -354
  60. package/lib/engine/engine_context.js +1653 -1536
  61. package/lib/engine/engine_context.js.map +1 -1
  62. package/lib/engine/engine_context_registry.d.ts +71 -71
  63. package/lib/engine/engine_context_registry.js +117 -117
  64. package/lib/engine/engine_coroutine.d.ts +35 -35
  65. package/lib/engine/engine_coroutine.js +52 -52
  66. package/lib/engine/engine_create_objects.d.ts +118 -118
  67. package/lib/engine/engine_create_objects.js +308 -308
  68. package/lib/engine/engine_default_parameters.d.ts +2 -2
  69. package/lib/engine/engine_default_parameters.js +3 -3
  70. package/lib/engine/engine_editor-sync.d.ts +21 -21
  71. package/lib/engine/engine_editor-sync.js +4 -4
  72. package/lib/engine/engine_element.d.ts +113 -113
  73. package/lib/engine/engine_element.js +832 -832
  74. package/lib/engine/engine_element_attributes.d.ts +72 -72
  75. package/lib/engine/engine_element_attributes.js +1 -1
  76. package/lib/engine/engine_element_extras.d.ts +6 -6
  77. package/lib/engine/engine_element_extras.js +13 -13
  78. package/lib/engine/engine_element_loading.d.ts +44 -44
  79. package/lib/engine/engine_element_loading.js +349 -349
  80. package/lib/engine/engine_element_overlay.d.ts +21 -21
  81. package/lib/engine/engine_element_overlay.js +166 -166
  82. package/lib/engine/engine_fileloader.d.ts +2 -2
  83. package/lib/engine/engine_fileloader.js +8 -8
  84. package/lib/engine/engine_gameobject.d.ts +68 -68
  85. package/lib/engine/engine_gameobject.js +596 -596
  86. package/lib/engine/engine_generic_utils.d.ts +1 -1
  87. package/lib/engine/engine_generic_utils.js +13 -13
  88. package/lib/engine/engine_gizmos.d.ts +149 -149
  89. package/lib/engine/engine_gizmos.js +530 -530
  90. package/lib/engine/engine_gltf.d.ts +12 -12
  91. package/lib/engine/engine_gltf.js +15 -15
  92. package/lib/engine/engine_gltf_builtin_components.d.ts +7 -7
  93. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  94. package/lib/engine/engine_hot_reload.d.ts +7 -7
  95. package/lib/engine/engine_hot_reload.js +184 -184
  96. package/lib/engine/engine_input.d.ts +352 -352
  97. package/lib/engine/engine_input.js +1265 -1265
  98. package/lib/engine/engine_input_utils.d.ts +2 -2
  99. package/lib/engine/engine_input_utils.js +22 -22
  100. package/lib/engine/engine_instancing.d.ts +19 -19
  101. package/lib/engine/engine_instancing.js +39 -39
  102. package/lib/engine/engine_license.d.ts +11 -11
  103. package/lib/engine/engine_license.js +361 -361
  104. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  105. package/lib/engine/engine_lifecycle_api.js +99 -99
  106. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  107. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  108. package/lib/engine/engine_lightdata.d.ts +23 -23
  109. package/lib/engine/engine_lightdata.js +91 -91
  110. package/lib/engine/engine_loaders.d.ts +13 -13
  111. package/lib/engine/engine_loaders.js +62 -62
  112. package/lib/engine/engine_lods.d.ts +31 -31
  113. package/lib/engine/engine_lods.js +146 -146
  114. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  115. package/lib/engine/engine_mainloop_utils.js +466 -466
  116. package/lib/engine/engine_math.d.ts +114 -114
  117. package/lib/engine/engine_math.js +247 -247
  118. package/lib/engine/engine_modules.d.ts +36 -36
  119. package/lib/engine/engine_modules.js +85 -85
  120. package/lib/engine/engine_networking.d.ts +252 -252
  121. package/lib/engine/engine_networking.js +743 -743
  122. package/lib/engine/engine_networking_auto.d.ts +24 -24
  123. package/lib/engine/engine_networking_auto.js +310 -310
  124. package/lib/engine/engine_networking_blob.d.ts +48 -48
  125. package/lib/engine/engine_networking_blob.js +228 -228
  126. package/lib/engine/engine_networking_files.d.ts +35 -35
  127. package/lib/engine/engine_networking_files.js +172 -172
  128. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  129. package/lib/engine/engine_networking_files_default_components.js +42 -42
  130. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  131. package/lib/engine/engine_networking_instantiate.js +345 -345
  132. package/lib/engine/engine_networking_peer.d.ts +15 -15
  133. package/lib/engine/engine_networking_peer.js +132 -132
  134. package/lib/engine/engine_networking_streams.d.ts +123 -123
  135. package/lib/engine/engine_networking_streams.js +645 -645
  136. package/lib/engine/engine_networking_types.d.ts +22 -22
  137. package/lib/engine/engine_networking_types.js +7 -7
  138. package/lib/engine/engine_networking_utils.d.ts +2 -2
  139. package/lib/engine/engine_networking_utils.js +20 -20
  140. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  141. package/lib/engine/engine_networking_websocket.js +2 -2
  142. package/lib/engine/engine_patcher.d.ts +10 -10
  143. package/lib/engine/engine_patcher.js +142 -142
  144. package/lib/engine/engine_physics.d.ts +152 -152
  145. package/lib/engine/engine_physics.js +645 -645
  146. package/lib/engine/engine_physics.types.d.ts +40 -40
  147. package/lib/engine/engine_physics.types.js +33 -33
  148. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  149. package/lib/engine/engine_physics_rapier.js +1433 -1433
  150. package/lib/engine/engine_playerview.d.ts +26 -26
  151. package/lib/engine/engine_playerview.js +64 -64
  152. package/lib/engine/engine_scenelighting.d.ts +71 -71
  153. package/lib/engine/engine_scenelighting.js +226 -226
  154. package/lib/engine/engine_scenetools.d.ts +50 -50
  155. package/lib/engine/engine_scenetools.js +321 -321
  156. package/lib/engine/engine_serialization.d.ts +3 -3
  157. package/lib/engine/engine_serialization.js +3 -3
  158. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  159. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  160. package/lib/engine/engine_serialization_core.d.ts +85 -85
  161. package/lib/engine/engine_serialization_core.js +606 -606
  162. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  163. package/lib/engine/engine_serialization_decorator.js +66 -66
  164. package/lib/engine/engine_setup.d.ts +1 -1
  165. package/lib/engine/engine_setup.js +2 -2
  166. package/lib/engine/engine_shaders.d.ts +53 -53
  167. package/lib/engine/engine_shaders.js +252 -252
  168. package/lib/engine/engine_shims.d.ts +4 -4
  169. package/lib/engine/engine_shims.js +24 -24
  170. package/lib/engine/engine_test_utils.d.ts +39 -39
  171. package/lib/engine/engine_test_utils.js +83 -83
  172. package/lib/engine/engine_texture.d.ts +28 -28
  173. package/lib/engine/engine_texture.js +64 -64
  174. package/lib/engine/engine_three_utils.d.ts +201 -201
  175. package/lib/engine/engine_three_utils.js +731 -731
  176. package/lib/engine/engine_time.d.ts +51 -51
  177. package/lib/engine/engine_time.js +82 -82
  178. package/lib/engine/engine_time_utils.d.ts +88 -88
  179. package/lib/engine/engine_time_utils.js +215 -215
  180. package/lib/engine/engine_tonemapping.d.ts +2 -2
  181. package/lib/engine/engine_tonemapping.js +194 -194
  182. package/lib/engine/engine_types.d.ts +572 -572
  183. package/lib/engine/engine_types.js +88 -88
  184. package/lib/engine/engine_typestore.d.ts +28 -28
  185. package/lib/engine/engine_typestore.js +55 -55
  186. package/lib/engine/engine_util_decorator.d.ts +13 -13
  187. package/lib/engine/engine_util_decorator.js +116 -116
  188. package/lib/engine/engine_utils.d.ts +266 -266
  189. package/lib/engine/engine_utils.js +878 -878
  190. package/lib/engine/engine_utils_format.d.ts +21 -21
  191. package/lib/engine/engine_utils_format.js +193 -193
  192. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  193. package/lib/engine/engine_utils_screenshot.js +513 -513
  194. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  195. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  196. package/lib/engine/engine_xr.d.ts +1 -1
  197. package/lib/engine/engine_xr.js +1 -1
  198. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  199. package/lib/engine/export/gltf/Writers.js +24 -24
  200. package/lib/engine/export/gltf/index.d.ts +11 -11
  201. package/lib/engine/export/gltf/index.js +123 -123
  202. package/lib/engine/export/index.d.ts +2 -2
  203. package/lib/engine/export/index.js +2 -2
  204. package/lib/engine/export/state.d.ts +7 -7
  205. package/lib/engine/export/state.js +17 -17
  206. package/lib/engine/export/utils.d.ts +2 -2
  207. package/lib/engine/export/utils.js +7 -7
  208. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  209. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  210. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  211. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  212. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  213. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  214. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  215. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  216. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  217. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  218. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  219. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  220. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  221. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  222. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  223. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  224. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  225. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  226. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  227. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  228. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  229. package/lib/engine/extensions/extension_resolver.js +1 -1
  230. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  231. package/lib/engine/extensions/extension_utils.js +152 -152
  232. package/lib/engine/extensions/extensions.d.ts +31 -31
  233. package/lib/engine/extensions/extensions.js +103 -103
  234. package/lib/engine/extensions/index.d.ts +6 -6
  235. package/lib/engine/extensions/index.js +6 -6
  236. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  237. package/lib/engine/extensions/usage_tracker.js +65 -65
  238. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  239. package/lib/engine/js-extensions/Camera.js +39 -39
  240. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  241. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  242. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  243. package/lib/engine/js-extensions/Layers.js +22 -22
  244. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  245. package/lib/engine/js-extensions/Object3D.js +136 -136
  246. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  247. package/lib/engine/js-extensions/RGBAColor.js +111 -110
  248. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  249. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  250. package/lib/engine/js-extensions/Vector.js +13 -13
  251. package/lib/engine/js-extensions/index.d.ts +5 -5
  252. package/lib/engine/js-extensions/index.js +5 -5
  253. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  254. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  255. package/lib/engine/shaders/shaderData.d.ts +55 -55
  256. package/lib/engine/shaders/shaderData.js +58 -58
  257. package/lib/engine/tests/test_utils.d.ts +2 -2
  258. package/lib/engine/tests/test_utils.js +53 -53
  259. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  260. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  261. package/lib/engine/webcomponents/api.d.ts +5 -5
  262. package/lib/engine/webcomponents/api.js +4 -4
  263. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  264. package/lib/engine/webcomponents/buttons.js +237 -237
  265. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  266. package/lib/engine/webcomponents/fonts.js +32 -32
  267. package/lib/engine/webcomponents/icons.d.ts +9 -9
  268. package/lib/engine/webcomponents/icons.js +52 -52
  269. package/lib/engine/webcomponents/index.d.ts +1 -1
  270. package/lib/engine/webcomponents/index.js +1 -1
  271. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  272. package/lib/engine/webcomponents/logo-element.js +67 -67
  273. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  274. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  275. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  276. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  277. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  278. package/lib/engine/webcomponents/needle-button.js +161 -161
  279. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  280. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  281. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  282. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  283. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  284. package/lib/engine/xr/NeedleXRSync.js +188 -188
  285. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  286. package/lib/engine/xr/SceneTransition.js +69 -69
  287. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  288. package/lib/engine/xr/TempXRContext.js +187 -187
  289. package/lib/engine/xr/XRRig.d.ts +7 -7
  290. package/lib/engine/xr/XRRig.js +1 -1
  291. package/lib/engine/xr/api.d.ts +6 -6
  292. package/lib/engine/xr/api.js +6 -6
  293. package/lib/engine/xr/events.d.ts +66 -66
  294. package/lib/engine/xr/events.js +93 -93
  295. package/lib/engine/xr/internal.d.ts +12 -12
  296. package/lib/engine/xr/internal.js +25 -25
  297. package/lib/engine/xr/usdz.d.ts +12 -12
  298. package/lib/engine/xr/usdz.js +29 -29
  299. package/lib/engine/xr/utils.d.ts +11 -11
  300. package/lib/engine/xr/utils.js +34 -34
  301. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  302. package/lib/engine-components/AlignmentConstraint.js +39 -39
  303. package/lib/engine-components/Animation.d.ts +156 -156
  304. package/lib/engine-components/Animation.js +508 -508
  305. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  306. package/lib/engine-components/AnimationCurve.js +159 -159
  307. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  308. package/lib/engine-components/AnimationUtils.js +27 -27
  309. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  310. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  311. package/lib/engine-components/Animator.d.ts +217 -217
  312. package/lib/engine-components/Animator.js +354 -354
  313. package/lib/engine-components/AnimatorController.d.ts +227 -227
  314. package/lib/engine-components/AnimatorController.js +1152 -1152
  315. package/lib/engine-components/AudioListener.d.ts +33 -33
  316. package/lib/engine-components/AudioListener.js +86 -86
  317. package/lib/engine-components/AudioSource.d.ts +217 -217
  318. package/lib/engine-components/AudioSource.js +634 -634
  319. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  320. package/lib/engine-components/AvatarLoader.js +231 -231
  321. package/lib/engine-components/AxesHelper.d.ts +32 -32
  322. package/lib/engine-components/AxesHelper.js +67 -67
  323. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  324. package/lib/engine-components/BasicIKConstraint.js +43 -43
  325. package/lib/engine-components/BoxCollider.d.ts +2 -2
  326. package/lib/engine-components/BoxCollider.js +2 -2
  327. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  328. package/lib/engine-components/BoxHelperComponent.js +102 -102
  329. package/lib/engine-components/Camera.d.ts +231 -231
  330. package/lib/engine-components/Camera.js +700 -700
  331. package/lib/engine-components/CameraUtils.d.ts +1 -1
  332. package/lib/engine-components/CameraUtils.js +121 -121
  333. package/lib/engine-components/CharacterController.d.ts +55 -55
  334. package/lib/engine-components/CharacterController.js +236 -236
  335. package/lib/engine-components/Collider.d.ts +188 -188
  336. package/lib/engine-components/Collider.js +369 -369
  337. package/lib/engine-components/Component.d.ts +792 -792
  338. package/lib/engine-components/Component.js +915 -915
  339. package/lib/engine-components/ContactShadows.d.ts +82 -82
  340. package/lib/engine-components/ContactShadows.js +430 -430
  341. package/lib/engine-components/DeleteBox.d.ts +19 -19
  342. package/lib/engine-components/DeleteBox.js +58 -58
  343. package/lib/engine-components/DeviceFlag.d.ts +16 -16
  344. package/lib/engine-components/DeviceFlag.js +47 -47
  345. package/lib/engine-components/DragControls.d.ts +170 -170
  346. package/lib/engine-components/DragControls.js +1421 -1421
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  1017. package/lib/engine/engine.d.ts +0 -4
  1018. package/lib/engine/engine.js +0 -12
  1019. package/lib/engine/engine.js.map +0 -1
  1020. package/lib/engine/engine_web_api.d.ts +0 -12
  1021. package/lib/engine/engine_web_api.js +0 -113
  1022. package/lib/engine/engine_web_api.js.map +0 -1
  1023. package/lib/engine-components/FlyControls.d.ts +0 -10
  1024. package/lib/engine-components/FlyControls.js +0 -29
  1025. package/lib/engine-components/FlyControls.js.map +0 -1
  1026. package/src/engine-schemes/dist/api.js +0 -17
  1027. package/src/engine-schemes/dist/api.js.meta +0 -7
  1028. package/src/engine-schemes/dist/schemes.js +0 -25
  1029. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1030. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1031. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1032. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1033. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1034. package/src/engine-schemes/dist/transform.js +0 -46
  1035. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1036. package/src/engine-schemes/dist/vec2.js +0 -32
  1037. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1038. package/src/engine-schemes/dist/vec3.js +0 -36
  1039. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1040. package/src/engine-schemes/dist/vec4.js +0 -40
  1041. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1042. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1043. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,1434 +1,1434 @@
1
- import { BufferAttribute, BufferGeometry, InterleavedBufferAttribute, LineBasicMaterial, LineSegments, Matrix4, Quaternion, Vector3 } from 'three';
2
- import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
3
- import { CollisionDetectionMode, PhysicsMaterialCombine } from '../engine/engine_physics.types.js';
4
- import { MeshCollider } from '../engine-components/Collider.js';
5
- import { isDevEnvironment } from './debug/debug.js';
6
- import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
7
- import { foreachComponent } from './engine_gameobject.js';
8
- import { Gizmos } from './engine_gizmos.js';
9
- import { Mathf } from './engine_math.js';
10
- import { MODULES } from './engine_modules.js';
11
- import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPositionXYZ, setWorldQuaternionXYZW } from "./engine_three_utils.js";
12
- import { Collision, ContactPoint } from './engine_types.js';
13
- import { SphereOverlapResult } from './engine_types.js';
14
- import { CircularBuffer, getParam } from "./engine_utils.js";
15
- const debugPhysics = getParam("debugphysics");
16
- const debugColliderPlacement = getParam("debugcolliderplacement");
17
- const debugCollisions = getParam("debugcollisions");
18
- const showColliders = getParam("showcolliders");
19
- const showPhysicsRaycasts = getParam("debugraycasts");
20
- /** on physics body and references the needle component */
21
- const $componentKey = Symbol("needle component");
22
- /** on needle component and references physics body */
23
- const $bodyKey = Symbol("physics body");
24
- const $colliderRigidbody = Symbol("rigidbody");
25
- globalThis["NEEDLE_USE_RAPIER"] = globalThis["NEEDLE_USE_RAPIER"] !== undefined ? globalThis["NEEDLE_USE_RAPIER"] : true;
26
- if (debugPhysics)
27
- console.log("Use Rapier", NEEDLE_USE_RAPIER, globalThis["NEEDLE_USE_RAPIER"]);
28
- if (NEEDLE_USE_RAPIER) {
29
- ContextRegistry.registerCallback(ContextEvent.ContextCreationStart, evt => {
30
- if (debugPhysics)
31
- console.log("Register rapier physics backend");
32
- evt.context.physics.engine = new RapierPhysics(evt.context);
33
- // We do not initialize physics immediately to avoid loading the physics engine if it is not needed
34
- });
35
- }
36
- export class RapierPhysics {
37
- debugRenderColliders = false;
38
- debugRenderRaycasts = false;
39
- removeBody(obj) {
40
- if (!obj)
41
- return;
42
- this.validate();
43
- const body = obj[$bodyKey];
44
- obj[$bodyKey] = null;
45
- if (body && this.world) {
46
- const index = this.objects.findIndex(o => o === obj);
47
- if (index >= 0) {
48
- const rapierBody = this.bodies[index];
49
- // Remove references
50
- this.bodies.splice(index, 1);
51
- this.objects.splice(index, 1);
52
- // Remove the collider from the physics world
53
- if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
54
- const rapierCollider = rapierBody;
55
- this.world?.removeCollider(rapierCollider, true);
56
- // also remove the rigidbody if it doesnt have colliders anymore
57
- const rapierRigidbody = rapierCollider.parent();
58
- if (rapierRigidbody && rapierRigidbody.numColliders() <= 0) {
59
- const rigidbody = rapierRigidbody[$componentKey];
60
- if (rigidbody) {
61
- // If the collider was attached to a rigidbody and this rigidbody now has no colliders anymore we should ignore it - because the Rigidbody component will delete itself
62
- }
63
- else {
64
- // But if there is no explicit rigidbody needle component then the colliders did create it implictly and thus we need to remove it here:
65
- this.world?.removeRigidBody(rapierRigidbody);
66
- }
67
- }
68
- }
69
- // Remove the rigidbody from the physics world
70
- else if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
71
- if (rapierBody.numColliders() <= 0) {
72
- this.world?.removeRigidBody(rapierBody);
73
- }
74
- else {
75
- if (isDevEnvironment()) {
76
- if (!rapierBody["did_log_removing"]) {
77
- setTimeout(() => {
78
- if (rapierBody.numColliders() > 0) {
79
- rapierBody["did_log_removing"] = true;
80
- console.warn("RapierPhysics: removing rigidbody with colliders from the physics world is not possible right now, please remove the colliders first");
81
- }
82
- }, 1);
83
- }
84
- }
85
- }
86
- }
87
- }
88
- }
89
- }
90
- updateBody(comp, translation, rotation) {
91
- this.validate();
92
- if (!this.enabled)
93
- return;
94
- if (comp.destroyed || !comp.gameObject)
95
- return;
96
- if (!translation && !rotation)
97
- return;
98
- if (comp.isCollider === true) {
99
- // const collider = comp as ICollider;
100
- console.warn("TODO: implement updating collider position");
101
- }
102
- else {
103
- const rigidbody = comp;
104
- const body = rigidbody[$bodyKey];
105
- if (body) {
106
- this.syncPhysicsBody(rigidbody.gameObject, body, translation, rotation);
107
- }
108
- }
109
- }
110
- updateProperties(obj) {
111
- this.validate();
112
- if (obj.isCollider) {
113
- const col = obj;
114
- const body = col[$bodyKey];
115
- if (body) {
116
- this.internalUpdateColliderProperties(col, body);
117
- if (col.sharedMaterial)
118
- this.updatePhysicsMaterial(col);
119
- }
120
- }
121
- else {
122
- const rb = obj;
123
- const physicsBody = this.internal_getRigidbody(rb);
124
- if (physicsBody) {
125
- this.internalUpdateRigidbodyProperties(rb, physicsBody);
126
- }
127
- }
128
- }
129
- addForce(rigidbody, force, wakeup) {
130
- this.validate();
131
- const body = this.internal_getRigidbody(rigidbody);
132
- if (body)
133
- body.addForce(force, wakeup);
134
- else
135
- console.warn("Rigidbody doesn't exist: can not apply force (does your object with the Rigidbody have a collider?)");
136
- }
137
- addImpulse(rigidbody, force, wakeup) {
138
- this.validate();
139
- const body = this.internal_getRigidbody(rigidbody);
140
- if (body)
141
- body.applyImpulse(force, wakeup);
142
- else
143
- console.warn("Rigidbody doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
144
- }
145
- getLinearVelocity(comp) {
146
- this.validate();
147
- const body = this.internal_getRigidbody(comp);
148
- if (body) {
149
- const vel = body.linvel();
150
- return vel;
151
- }
152
- // else console.warn("Rigidbody doesn't exist: can not get linear velocity (does your object with the Rigidbody have a collider?)");
153
- return null;
154
- }
155
- getAngularVelocity(rb) {
156
- this.validate();
157
- const body = this.internal_getRigidbody(rb);
158
- if (body) {
159
- const vel = body.angvel();
160
- return vel;
161
- }
162
- // else console.warn("Rigidbody doesn't exist: can not get angular velocity (does your object with the Rigidbody have a collider?)");
163
- return null;
164
- }
165
- resetForces(rb, wakeup) {
166
- this.validate();
167
- const body = this.internal_getRigidbody(rb);
168
- body?.resetForces(wakeup);
169
- }
170
- resetTorques(rb, wakeup) {
171
- this.validate();
172
- const body = this.internal_getRigidbody(rb);
173
- body?.resetTorques(wakeup);
174
- }
175
- applyImpulse(rb, vec, wakeup) {
176
- this.validate();
177
- const body = this.internal_getRigidbody(rb);
178
- if (body)
179
- body.applyImpulse(vec, wakeup);
180
- else
181
- console.warn("Rigidbody doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
182
- }
183
- wakeup(rb) {
184
- this.validate();
185
- const body = this.internal_getRigidbody(rb);
186
- if (body)
187
- body.wakeUp();
188
- else
189
- console.warn("Rigidbody doesn't exist: can not wake up (does your object with the Rigidbody have a collider?)");
190
- }
191
- isSleeping(rb) {
192
- this.validate();
193
- const body = this.internal_getRigidbody(rb);
194
- return body?.isSleeping();
195
- }
196
- setAngularVelocity(rb, vec, wakeup) {
197
- this.validate();
198
- const body = this.internal_getRigidbody(rb);
199
- if (body)
200
- body.setAngvel(vec, wakeup);
201
- else
202
- console.warn("Rigidbody doesn't exist: can not set angular velocity (does your object with the Rigidbody have a collider?)");
203
- }
204
- setLinearVelocity(rb, vec, wakeup) {
205
- this.validate();
206
- const body = this.internal_getRigidbody(rb);
207
- if (body)
208
- body.setLinvel(vec, wakeup);
209
- else
210
- console.warn("Rigidbody doesn't exist: can not set linear velocity (does your object with the Rigidbody have a collider?)");
211
- }
212
- context;
213
- _initializePromise;
214
- _isInitialized = false;
215
- constructor(ctx) {
216
- this.context = ctx;
217
- }
218
- get isInitialized() { return this._isInitialized; }
219
- async initialize() {
220
- if (!this._initializePromise)
221
- this._initializePromise = this.internalInitialization();
222
- return this._initializePromise;
223
- }
224
- async internalInitialization() {
225
- if (getParam("__nophysics")) {
226
- console.warn("Physics are disabled");
227
- return false;
228
- }
229
- if (debugPhysics)
230
- console.log("Initialize rapier physics engine");
231
- // NEEDLE_PHYSICS_INIT_START
232
- // use .env file with VITE_NEEDLE_USE_RAPIER=false to treeshake rapier
233
- // @ts-ignore
234
- if ("env" in import.meta && import.meta.env.VITE_NEEDLE_USE_RAPIER === "false") {
235
- if (debugPhysics)
236
- console.log("Rapier disabled");
237
- return false;
238
- }
239
- // Can be transformed during build time to disable rapier
240
- if (!NEEDLE_USE_RAPIER)
241
- return false;
242
- if (this._hasCreatedWorld) {
243
- console.error("Invalid call to create physics world: world is already created");
244
- return true;
245
- }
246
- this._hasCreatedWorld = true;
247
- if (MODULES.RAPIER_PHYSICS.MAYBEMODULE == undefined) {
248
- if (debugPhysics)
249
- console.trace("Loading rapier physics engine");
250
- const module = await MODULES.RAPIER_PHYSICS.load();
251
- await module.init();
252
- }
253
- if (debugPhysics)
254
- console.log("Physics engine initialized, creating world...");
255
- this._world = new MODULES.RAPIER_PHYSICS.MODULE.World(this._gravity);
256
- this.rapierRay = new MODULES.RAPIER_PHYSICS.MODULE.Ray({ x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 1 });
257
- this.enabled = true;
258
- this._isInitialized = true;
259
- if (debugPhysics)
260
- console.log("Physics world created");
261
- return true;
262
- // NEEDLE_PHYSICS_INIT_END
263
- }
264
- /** Check is the physics engine has been initialized and the call can be made */
265
- validate() {
266
- if (!this._isInitialized) {
267
- if (debugPhysics) {
268
- this["_lastWarnTime"] = this["_lastWarnTime"] ?? 0;
269
- if (Date.now() - this["_lastWarnTime"] > 1000) {
270
- this["_lastWarnTime"] = Date.now();
271
- console.warn("Physics engine is not initialized");
272
- }
273
- }
274
- }
275
- }
276
- rapierRay;
277
- raycastVectorsBuffer = new CircularBuffer(() => new Vector3(), 10);
278
- raycast(origin, direction, options) {
279
- if (!this._isInitialized) {
280
- console.log("Physics engine is not initialized");
281
- return null;
282
- }
283
- let maxDistance = options?.maxDistance;
284
- let solid = options?.solid;
285
- if (maxDistance === undefined)
286
- maxDistance = Infinity;
287
- if (solid === undefined)
288
- solid = true;
289
- const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
290
- if (!ray)
291
- return null;
292
- if (this.debugRenderRaycasts || showPhysicsRaycasts)
293
- Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
294
- const hit = this.world?.castRay(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
295
- const component = c[$componentKey];
296
- if (options?.filterPredicate)
297
- return options.filterPredicate(component);
298
- if (options?.useIgnoreRaycastLayer !== false) {
299
- // ignore objects in the IgnoreRaycast=2 layer
300
- return !component?.gameObject.layers.isEnabled(2);
301
- }
302
- return true;
303
- });
304
- if (hit) {
305
- const point = ray.pointAt(hit.timeOfImpact);
306
- const vec = this.raycastVectorsBuffer.get();
307
- vec.set(point.x, point.y, point.z);
308
- return { point: vec, collider: hit.collider[$componentKey] };
309
- }
310
- return null;
311
- }
312
- raycastAndGetNormal(origin, direction, options) {
313
- if (!this._isInitialized) {
314
- return null;
315
- }
316
- let maxDistance = options?.maxDistance;
317
- let solid = options?.solid;
318
- if (maxDistance === undefined)
319
- maxDistance = Infinity;
320
- if (solid === undefined)
321
- solid = true;
322
- const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
323
- if (!ray)
324
- return null;
325
- if (this.debugRenderRaycasts || showPhysicsRaycasts)
326
- Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
327
- const hit = this.world?.castRayAndGetNormal(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
328
- const component = c[$componentKey];
329
- if (options?.filterPredicate)
330
- return options.filterPredicate(component);
331
- if (options?.useIgnoreRaycastLayer !== false) {
332
- // ignore objects in the IgnoreRaycast=2 layer
333
- return !component?.gameObject.layers.isEnabled(2);
334
- }
335
- return true;
336
- });
337
- if (hit) {
338
- const point = ray.pointAt(hit.timeOfImpact);
339
- const normal = hit.normal;
340
- const vec = this.raycastVectorsBuffer.get();
341
- const nor = this.raycastVectorsBuffer.get();
342
- vec.set(point.x, point.y, point.z);
343
- nor.set(normal.x, normal.y, normal.z);
344
- return { point: vec, normal: nor, collider: hit.collider[$componentKey] };
345
- }
346
- return null;
347
- }
348
- getPhysicsRay(ray, origin, direction) {
349
- const cam = this.context?.mainCamera;
350
- if (origin === undefined) {
351
- const pos = this.context?.input.getPointerPosition(0);
352
- if (pos)
353
- origin = pos;
354
- else
355
- return null;
356
- }
357
- // if we get origin in 2d space we need to project it to 3d space
358
- if (origin["z"] === undefined) {
359
- if (!cam) {
360
- console.error("Can not perform raycast from 2d point - no main camera found");
361
- return null;
362
- }
363
- const vec3 = this.raycastVectorsBuffer.get();
364
- vec3.x = origin.x;
365
- vec3.y = origin.y;
366
- vec3.z = 0;
367
- // if the origin is in screen space we need to convert it to raycaster space
368
- if (vec3.x > 1 || vec3.y > 1 || vec3.y < -1 || vec3.x < -1) {
369
- if (debugPhysics)
370
- console.warn("Converting screenspace to raycast space", vec3);
371
- this.context?.input.convertScreenspaceToRaycastSpace(vec3);
372
- }
373
- vec3.unproject(cam);
374
- origin = vec3;
375
- }
376
- const o = origin;
377
- ray.origin.x = o.x;
378
- ray.origin.y = o.y;
379
- ray.origin.z = o.z;
380
- const vec = this.raycastVectorsBuffer.get();
381
- if (direction)
382
- vec.set(direction.x, direction.y, direction.z);
383
- else {
384
- if (!cam) {
385
- console.error("Can not perform raycast - no camera found");
386
- return null;
387
- }
388
- vec.set(ray.origin.x, ray.origin.y, ray.origin.z);
389
- const camPosition = getWorldPosition(cam);
390
- vec.sub(camPosition);
391
- }
392
- // we need to normalize the ray because our input is a max travel length and the direction may be not normalized
393
- vec.normalize();
394
- ray.dir.x = vec.x;
395
- ray.dir.y = vec.y;
396
- ray.dir.z = vec.z;
397
- // Gizmos.DrawRay(ray.origin, ray.dir, 0xff0000, Infinity);
398
- return ray;
399
- }
400
- rapierSphere = null;
401
- rapierColliderArray = [];
402
- rapierIdentityRotation = { x: 0, y: 0, z: 0, w: 1 };
403
- rapierForwardVector = { x: 0, y: 0, z: 1 };
404
- /** Precice sphere overlap detection using rapier against colliders
405
- * @param point center of the sphere in worldspace
406
- * @param radius radius of the sphere
407
- * @returns array of colliders that overlap with the sphere. Note: they currently only contain the collider and the gameobject
408
- */
409
- sphereOverlap(point, radius) {
410
- this.rapierColliderArray.length = 0;
411
- if (!this._isInitialized) {
412
- return this.rapierColliderArray;
413
- }
414
- if (!this.world)
415
- return this.rapierColliderArray;
416
- this.rapierSphere ??= new MODULES.RAPIER_PHYSICS.MODULE.Ball(radius);
417
- this.rapierSphere.radius = radius;
418
- if (this.debugRenderRaycasts || showPhysicsRaycasts)
419
- Gizmos.DrawWireSphere(point, radius, 0x3344ff, 1);
420
- this.world.intersectionsWithShape(point, this.rapierIdentityRotation, this.rapierSphere, col => {
421
- const collider = col[$componentKey];
422
- // if (collider.gameObject.layers.isEnabled(2)) return true;
423
- const intersection = new SphereOverlapResult(collider.gameObject, collider);
424
- this.rapierColliderArray.push(intersection);
425
- return true; // Return `false` instead if we want to stop searching for other colliders that contain this point.
426
- },
427
- // TODO: it seems as QueryFilterFlags.EXCLUDE_SENSORS also excludes DYNAMIC Rigidbodies (only if they're set to kinematic)
428
- undefined, // QueryFilterFlags.EXCLUDE_SENSORS,
429
- undefined, undefined, undefined, col => {
430
- // we don't want to raycast against triggers (see comment about Exclude Sensors above)
431
- if (col.isSensor())
432
- return false;
433
- const collider = col[$componentKey];
434
- return collider.gameObject.layers.isEnabled(2) == false;
435
- });
436
- return this.rapierColliderArray;
437
- // TODO: this only returns one hit
438
- // let filterGroups = 0xffffffff;
439
- // filterGroups &= ~(1 << 2);
440
- // const hit: ShapeColliderTOI | null = this.world.castShape(point,
441
- // this.rapierIdentityRotation,
442
- // this.rapierForwardVector,
443
- // this.rapierSphere,
444
- // 0,
445
- // QueryFilterFlags.EXCLUDE_SENSORS,
446
- // // filterGroups,
447
- // );
448
- // // console.log(hit);
449
- // if (hit) {
450
- // const collider = hit.collider[$componentKey] as ICollider
451
- // const intersection = new SphereOverlapResult(collider.gameObject);
452
- // this.rapierColliderArray.push(intersection);
453
- // // const localpt = hit.witness2;
454
- // // // const normal = hit.normal2;
455
- // // const hitPoint = new Vector3(localpt.x, localpt.y, localpt.z);
456
- // // // collider.gameObject.localToWorld(hitPoint);
457
- // // // const normalPt = new Vector3(normal.x, normal.y, normal.z);
458
- // // // const mat = new Matrix4().setPosition(point).scale(new Vector3(radius, radius, radius));
459
- // // // hitPoint.applyMatrix4(mat);
460
- // // console.log(hit.witness2)
461
- // // // hitPoint.add(point);
462
- // // const dist = hitPoint.distanceTo(point);
463
- // }
464
- // return this.rapierColliderArray;
465
- }
466
- // physics simulation
467
- enabled = false;
468
- /** Get access to the rapier world */
469
- get world() { return this._world; }
470
- ;
471
- _tempPosition = new Vector3();
472
- _tempQuaternion = new Quaternion();
473
- _tempScale = new Vector3();
474
- _tempMatrix = new Matrix4();
475
- static _didLoadPhysicsEngine = false;
476
- _isUpdatingPhysicsWorld = false;
477
- get isUpdating() { return this._isUpdatingPhysicsWorld; }
478
- _world;
479
- _hasCreatedWorld = false;
480
- eventQueue;
481
- collisionHandler;
482
- objects = [];
483
- bodies = [];
484
- _meshCache = new Map();
485
- _gravity = { x: 0.0, y: -9.81, z: 0.0 };
486
- get gravity() {
487
- return this.world?.gravity ?? this._gravity;
488
- }
489
- set gravity(value) {
490
- if (this.world) {
491
- this.world.gravity = value;
492
- }
493
- else {
494
- this._gravity = value;
495
- }
496
- }
497
- clearCaches() {
498
- this._meshCache.clear();
499
- if (this.eventQueue?.raw)
500
- this.eventQueue?.free();
501
- if (this.world?.bodies)
502
- this.world?.free();
503
- }
504
- async addBoxCollider(collider, size) {
505
- if (!this._isInitialized)
506
- await this.initialize();
507
- if (!collider.activeAndEnabled)
508
- return;
509
- if (!this.enabled) {
510
- if (debugPhysics)
511
- console.warn("Physics are disabled");
512
- return;
513
- }
514
- const obj = collider.gameObject;
515
- const scale = getWorldScale(obj, this._tempPosition).multiply(size);
516
- scale.multiplyScalar(0.5);
517
- // prevent negative scale
518
- if (scale.x < 0)
519
- scale.x = Math.abs(scale.x);
520
- if (scale.y < 0)
521
- scale.y = Math.abs(scale.y);
522
- if (scale.z < 0)
523
- scale.z = Math.abs(scale.z);
524
- // prevent zero scale - seems normals are flipped otherwise
525
- const minSize = 0.0000001;
526
- if (scale.x < minSize)
527
- scale.x = minSize;
528
- if (scale.y < minSize)
529
- scale.y = minSize;
530
- if (scale.z < minSize)
531
- scale.z = minSize;
532
- const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.cuboid(scale.x, scale.y, scale.z);
533
- // const objectLayerMask = collider.gameObject.layers.mask;
534
- // const mask = objectLayerMask & ~2;
535
- // TODO: https://rapier.rs/docs/user_guides/javascript/colliders/#collision-groups-and-solver-groups
536
- // desc.setCollisionGroups(objectLayerMask);
537
- this.createCollider(collider, desc);
538
- }
539
- async addSphereCollider(collider) {
540
- if (!this._isInitialized)
541
- await this.initialize();
542
- if (!collider.activeAndEnabled)
543
- return;
544
- if (!this.enabled) {
545
- if (debugPhysics)
546
- console.warn("Physics are disabled");
547
- return;
548
- }
549
- const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.ball(.5);
550
- this.createCollider(collider, desc);
551
- this.updateProperties(collider);
552
- }
553
- async addCapsuleCollider(collider, height, radius) {
554
- if (!this._isInitialized)
555
- await this.initialize();
556
- if (!collider.activeAndEnabled)
557
- return;
558
- if (!this.enabled) {
559
- if (debugPhysics)
560
- console.warn("Physics are disabled");
561
- return;
562
- }
563
- const obj = collider.gameObject;
564
- const scale = getWorldScale(obj, this._tempPosition);
565
- // Prevent negative scales
566
- scale.x = Math.abs(scale.x);
567
- scale.y = Math.abs(scale.y);
568
- const finalRadius = radius * scale.x;
569
- // half height = distance between capsule origin and top sphere origin (not the top end of the capsule)
570
- height = Math.max(height, finalRadius * 2);
571
- const hh = Mathf.clamp((height * .5 * scale.y) - (radius * scale.x), 0, Number.MAX_SAFE_INTEGER);
572
- const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.capsule(hh, finalRadius);
573
- this.createCollider(collider, desc);
574
- }
575
- async addMeshCollider(collider, mesh, convex, extraScale) {
576
- // capture the geometry before waiting for phyiscs engine
577
- let geo = mesh.geometry;
578
- if (!geo) {
579
- if (debugPhysics)
580
- console.warn("Missing mesh geometry", mesh.name);
581
- return;
582
- }
583
- // check if mesh is indexed, if not generate indices
584
- if (!geo.index?.array?.length) {
585
- console.warn(`Your MeshCollider is missing vertices or indices in the assined mesh \"${mesh.name}\". Consider providing an indexed geometry.`);
586
- geo = BufferGeometryUtils.mergeVertices(geo);
587
- }
588
- let positions = null;
589
- const positionAttribute = geo.getAttribute("position");
590
- if (positionAttribute instanceof InterleavedBufferAttribute) {
591
- const count = positionAttribute.count;
592
- positions = new Float32Array(count * 3);
593
- for (let i = 0; i < count; i++) {
594
- const x = positionAttribute.getX(i);
595
- const y = positionAttribute.getY(i);
596
- const z = positionAttribute.getZ(i);
597
- positions[i * 3] = x;
598
- positions[i * 3 + 1] = y;
599
- positions[i * 3 + 2] = z;
600
- }
601
- }
602
- else {
603
- positions = positionAttribute.array;
604
- }
605
- await this.initialize();
606
- if (!this.enabled) {
607
- if (debugPhysics)
608
- console.warn("Physics are disabled");
609
- return;
610
- }
611
- if (!collider.activeAndEnabled)
612
- return;
613
- // let positions = geo.getAttribute("position").array as Float32Array;
614
- const indices = geo.index?.array;
615
- const scale = collider.gameObject.worldScale.clone();
616
- if (extraScale)
617
- scale.multiply(extraScale);
618
- // scaling seems not supported yet https://github.com/dimforge/rapier/issues/243
619
- if (Math.abs(scale.x - 1) > 0.0001 || Math.abs(scale.y - 1) > 0.0001 || Math.abs(scale.z - 1) > 0.0001) {
620
- const key = `${geo.uuid}_${scale.x}_${scale.y}_${scale.z}_${convex}`;
621
- if (this._meshCache.has(key)) {
622
- if (debugPhysics)
623
- console.warn("Use cached mesh collider");
624
- positions = this._meshCache.get(key);
625
- }
626
- else {
627
- if (debugPhysics || isDevEnvironment())
628
- console.debug(`[Performance] Your MeshCollider \"${collider.name}\" is scaled: consider applying the scale to the collider mesh instead (${scale.x}, ${scale.y}, ${scale.z})`);
629
- const scaledPositions = new Float32Array(positions.length);
630
- for (let i = 0; i < positions.length; i += 3) {
631
- scaledPositions[i] = positions[i] * scale.x;
632
- scaledPositions[i + 1] = positions[i + 1] * scale.y;
633
- scaledPositions[i + 2] = positions[i + 2] * scale.z;
634
- }
635
- positions = scaledPositions;
636
- this._meshCache.set(key, scaledPositions);
637
- }
638
- }
639
- const desc = convex
640
- ? MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.convexHull(positions)
641
- : MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.trimesh(positions, indices);
642
- if (desc) {
643
- this.createCollider(collider, desc);
644
- // col.setMassProperties(1, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0, w: 1 });
645
- // rb?.setTranslation({ x: 0, y: 2, z: 0 });
646
- // col.setTranslationWrtParent(new Vector3(0,2,0));
647
- }
648
- }
649
- updatePhysicsMaterial(col) {
650
- if (!col)
651
- return;
652
- const physicsMaterial = col.sharedMaterial;
653
- const rapier_collider = col[$bodyKey];
654
- if (!rapier_collider)
655
- return;
656
- if (physicsMaterial) {
657
- if (physicsMaterial.bounciness !== undefined)
658
- rapier_collider.setRestitution(physicsMaterial.bounciness);
659
- if (physicsMaterial.bounceCombine !== undefined) {
660
- switch (physicsMaterial.bounceCombine) {
661
- case PhysicsMaterialCombine.Average:
662
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
663
- break;
664
- case PhysicsMaterialCombine.Maximum:
665
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
666
- break;
667
- case PhysicsMaterialCombine.Minimum:
668
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
669
- break;
670
- case PhysicsMaterialCombine.Multiply:
671
- rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
672
- break;
673
- }
674
- }
675
- if (physicsMaterial.dynamicFriction !== undefined)
676
- rapier_collider.setFriction(physicsMaterial.dynamicFriction);
677
- if (physicsMaterial.frictionCombine !== undefined) {
678
- switch (physicsMaterial.frictionCombine) {
679
- case PhysicsMaterialCombine.Average:
680
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
681
- break;
682
- case PhysicsMaterialCombine.Maximum:
683
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
684
- break;
685
- case PhysicsMaterialCombine.Minimum:
686
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
687
- break;
688
- case PhysicsMaterialCombine.Multiply:
689
- rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
690
- break;
691
- }
692
- }
693
- }
694
- }
695
- /** Get the rapier body for a Needle component */
696
- getBody(obj) {
697
- if (!obj)
698
- return null;
699
- const body = obj[$bodyKey];
700
- return body;
701
- }
702
- /** Get the Needle Engine component for a rapier object */
703
- getComponent(rapierObject) {
704
- if (!rapierObject)
705
- return null;
706
- const component = rapierObject[$componentKey];
707
- return component;
708
- }
709
- createCollider(collider, desc) {
710
- if (!this.world)
711
- throw new Error("Physics world not initialized");
712
- const matrix = this._tempMatrix;
713
- let rigidBody = undefined;
714
- if (!collider.attachedRigidbody) {
715
- if (debugPhysics)
716
- console.log("Create collider without rigidbody", collider.name);
717
- matrix.makeRotationFromQuaternion(getWorldQuaternion(collider.gameObject));
718
- matrix.setPosition(getWorldPosition(collider.gameObject));
719
- }
720
- else {
721
- rigidBody = this.getRigidbody(collider, this._tempMatrix);
722
- }
723
- matrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
724
- this.tryApplyCenter(collider, this._tempPosition);
725
- desc.setTranslation(this._tempPosition.x, this._tempPosition.y, this._tempPosition.z);
726
- desc.setRotation(this._tempQuaternion);
727
- desc.setSensor(collider.isTrigger);
728
- // TODO: we might want to update this if the material changes
729
- const physicsMaterial = collider.sharedMaterial;
730
- if (physicsMaterial) {
731
- if (physicsMaterial.bounciness !== undefined)
732
- desc.setRestitution(physicsMaterial.bounciness);
733
- if (physicsMaterial.bounceCombine !== undefined) {
734
- switch (physicsMaterial.bounceCombine) {
735
- case PhysicsMaterialCombine.Average:
736
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
737
- break;
738
- case PhysicsMaterialCombine.Maximum:
739
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
740
- break;
741
- case PhysicsMaterialCombine.Minimum:
742
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
743
- break;
744
- case PhysicsMaterialCombine.Multiply:
745
- desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
746
- break;
747
- }
748
- }
749
- if (physicsMaterial.dynamicFriction !== undefined)
750
- desc.setFriction(physicsMaterial.dynamicFriction);
751
- if (physicsMaterial.frictionCombine !== undefined) {
752
- switch (physicsMaterial.frictionCombine) {
753
- case PhysicsMaterialCombine.Average:
754
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
755
- break;
756
- case PhysicsMaterialCombine.Maximum:
757
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
758
- break;
759
- case PhysicsMaterialCombine.Minimum:
760
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
761
- break;
762
- case PhysicsMaterialCombine.Multiply:
763
- desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
764
- break;
765
- }
766
- }
767
- }
768
- // if we want to use explicit mass properties, we need to set the collider density to 0
769
- // otherwise rapier will compute the mass properties based on the collider shape and density
770
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
771
- if (collider.attachedRigidbody?.autoMass === false) {
772
- desc.setDensity(.000001);
773
- desc.setMass(.000001);
774
- }
775
- try {
776
- const col = this.world.createCollider(desc, rigidBody);
777
- col[$componentKey] = collider;
778
- collider[$bodyKey] = col;
779
- col.setActiveEvents(MODULES.RAPIER_PHYSICS.MODULE.ActiveEvents.COLLISION_EVENTS);
780
- // We want to receive collisitons between two triggers too
781
- col.setActiveCollisionTypes(MODULES.RAPIER_PHYSICS.MODULE.ActiveCollisionTypes.ALL);
782
- this.objects.push(collider);
783
- this.bodies.push(col);
784
- // set the collider layers
785
- this.updateColliderCollisionGroups(collider);
786
- return col;
787
- }
788
- catch (e) {
789
- console.error("Error creating collider \"" + collider.name + "\"\nError:", e);
790
- return null;
791
- }
792
- }
793
- /**
794
- * Updates the collision groups of a collider.
795
- *
796
- * @param collider - The collider to update.
797
- */
798
- updateColliderCollisionGroups(collider) {
799
- const body = collider[$bodyKey];
800
- const members = collider.membership;
801
- let memberMask = 0;
802
- if (members == undefined) {
803
- memberMask = 0xffff;
804
- }
805
- else {
806
- for (let i = 0; i < members.length; i++) {
807
- const member = members[i];
808
- if (member > 31)
809
- console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
810
- else
811
- memberMask |= 1 << Math.floor(member);
812
- }
813
- }
814
- const mask = collider.filter;
815
- let filterMask = 0;
816
- if (mask == undefined) {
817
- filterMask = 0xffff;
818
- }
819
- else {
820
- for (let i = 0; i < mask.length; i++) {
821
- const member = mask[i];
822
- if (member > 31)
823
- console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
824
- else
825
- filterMask |= 1 << Math.floor(member);
826
- }
827
- }
828
- body.setCollisionGroups((memberMask << 16) | filterMask);
829
- }
830
- getRigidbody(collider, _matrix) {
831
- if (!this.world)
832
- throw new Error("Physics world not initialized");
833
- let rigidBody = null;
834
- if (collider.attachedRigidbody) {
835
- const rb = collider.attachedRigidbody;
836
- rigidBody = rb[$bodyKey];
837
- if (!rigidBody) {
838
- const kinematic = rb.isKinematic && !debugColliderPlacement;
839
- if (debugPhysics)
840
- console.log("Create rigidbody", kinematic);
841
- const rigidBodyDesc = (kinematic ? MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased() : MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.dynamic());
842
- const pos = getWorldPosition(collider.attachedRigidbody.gameObject);
843
- rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
844
- rigidBodyDesc.setRotation(getWorldQuaternion(collider.attachedRigidbody.gameObject));
845
- rigidBodyDesc.centerOfMass = new MODULES.RAPIER_PHYSICS.MODULE.Vector3(rb.centerOfMass.x, rb.centerOfMass.y, rb.centerOfMass.z);
846
- rigidBody = this.world.createRigidBody(rigidBodyDesc);
847
- this.bodies.push(rigidBody);
848
- this.objects.push(rb);
849
- }
850
- rigidBody[$componentKey] = rb;
851
- rb[$bodyKey] = rigidBody;
852
- this.internalUpdateRigidbodyProperties(rb, rigidBody);
853
- this.getRigidbodyRelativeMatrix(collider.gameObject, rb.gameObject, _matrix);
854
- collider[$colliderRigidbody] = rigidBody;
855
- }
856
- else {
857
- const rigidBodyDesc = MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased();
858
- const pos = getWorldPosition(collider.gameObject);
859
- rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
860
- rigidBodyDesc.setRotation(getWorldQuaternion(collider.gameObject));
861
- rigidBody = this.world.createRigidBody(rigidBodyDesc);
862
- _matrix.identity();
863
- rigidBody[$componentKey] = null;
864
- }
865
- return rigidBody;
866
- }
867
- internal_getRigidbody(rb) {
868
- if (rb.isCollider === true)
869
- return rb[$colliderRigidbody];
870
- return rb[$bodyKey];
871
- }
872
- internalUpdateColliderProperties(col, collider) {
873
- const shape = collider.shape;
874
- let sizeHasChanged = false;
875
- switch (shape.type) {
876
- // Sphere Collider
877
- case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Ball:
878
- {
879
- const ball = shape;
880
- const sc = col;
881
- const obj = col.gameObject;
882
- const scale = getWorldScale(obj, this._tempPosition);
883
- const radius = Math.abs(sc.radius * scale.x);
884
- sizeHasChanged = ball.radius !== radius;
885
- ball.radius = radius;
886
- if (sizeHasChanged) {
887
- collider.setShape(ball);
888
- }
889
- break;
890
- }
891
- case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Cuboid:
892
- const cuboid = shape;
893
- const sc = col;
894
- const obj = col.gameObject;
895
- const scale = getWorldScale(obj, this._tempPosition);
896
- const newX = Math.abs(sc.size.x * 0.5 * scale.x);
897
- const newY = Math.abs(sc.size.y * 0.5 * scale.y);
898
- const newZ = Math.abs(sc.size.z * 0.5 * scale.z);
899
- sizeHasChanged = cuboid.halfExtents.x !== newX || cuboid.halfExtents.y !== newY || cuboid.halfExtents.z !== newZ;
900
- cuboid.halfExtents.x = newX;
901
- cuboid.halfExtents.y = newY;
902
- cuboid.halfExtents.z = newZ;
903
- if (sizeHasChanged) {
904
- collider.setShape(cuboid);
905
- }
906
- break;
907
- }
908
- if (sizeHasChanged) {
909
- const rb = col.attachedRigidbody;
910
- if (rb?.autoMass) {
911
- const ph = this.getBody(rb);
912
- ph?.recomputeMassPropertiesFromColliders();
913
- }
914
- }
915
- this.updateColliderCollisionGroups(col);
916
- if (col.isTrigger !== collider.isSensor())
917
- collider.setSensor(col.isTrigger);
918
- }
919
- internalUpdateRigidbodyProperties(rb, rigidbody) {
920
- // continuous collision detection
921
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection
922
- rigidbody.enableCcd(rb.collisionDetectionMode !== CollisionDetectionMode.Discrete);
923
- rigidbody.setLinearDamping(rb.drag);
924
- rigidbody.setAngularDamping(rb.angularDrag);
925
- rigidbody.setGravityScale(rb.useGravity ? rb.gravityScale : 0, true);
926
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
927
- if (rb.dominanceGroup <= 127 && rb.dominanceGroup >= -127)
928
- rigidbody.setDominanceGroup(Math.floor(rb.dominanceGroup));
929
- else
930
- rigidbody.setDominanceGroup(0);
931
- if (rb.autoMass) {
932
- rigidbody.setAdditionalMass(0, false);
933
- for (let i = 0; i < rigidbody.numColliders(); i++) {
934
- const col = rigidbody.collider(i);
935
- col.setDensity(1);
936
- }
937
- rigidbody.recomputeMassPropertiesFromColliders();
938
- }
939
- else {
940
- rigidbody.setAdditionalMass(rb.mass, false);
941
- for (let i = 0; i < rigidbody.numColliders(); i++) {
942
- const col = rigidbody.collider(i);
943
- col.setDensity(0.0000001);
944
- }
945
- rigidbody.recomputeMassPropertiesFromColliders();
946
- }
947
- // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
948
- // rigidbody.setAdditionalMass(rb.mass, true);
949
- // for (let i = 0; i < rigidbody.numColliders(); i++) {
950
- // const collider = rigidbody.collider(i);
951
- // if (collider) {
952
- // collider.setMass(rb.mass);
953
- // // const density = rb.mass / collider.shape.computeMassProperties().mass;
954
- // }
955
- // }
956
- // lock rotations
957
- rigidbody.setEnabledRotations(!rb.lockRotationX, !rb.lockRotationY, !rb.lockRotationZ, false);
958
- rigidbody.setEnabledTranslations(!rb.lockPositionX, !rb.lockPositionY, !rb.lockPositionZ, false);
959
- if (rb.isKinematic) {
960
- rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased, false);
961
- }
962
- else {
963
- rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Dynamic, false);
964
- }
965
- }
966
- // private _lastStepTime: number | undefined = 0;
967
- lines;
968
- step(dt) {
969
- if (!this.world)
970
- return;
971
- if (!this.enabled)
972
- return;
973
- this._isUpdatingPhysicsWorld = true;
974
- if (!this.eventQueue) {
975
- this.eventQueue = new MODULES.RAPIER_PHYSICS.MODULE.EventQueue(false);
976
- }
977
- if (dt === undefined || dt <= 0) {
978
- this._isUpdatingPhysicsWorld = false;
979
- return;
980
- }
981
- else if (dt !== undefined) {
982
- // if we make to sudden changes to the timestep the physics can get unstable
983
- // https://rapier.rs/docs/user_guides/javascript/integration_parameters/#dt
984
- this.world.timestep = Mathf.lerp(this.world.timestep, dt, 0.8);
985
- }
986
- try {
987
- this.world.step(this.eventQueue);
988
- }
989
- catch (e) {
990
- console.warn("Error running physics step", e);
991
- }
992
- this._isUpdatingPhysicsWorld = false;
993
- }
994
- postStep() {
995
- if (!this.world)
996
- return;
997
- if (!this.enabled)
998
- return;
999
- this._isUpdatingPhysicsWorld = true;
1000
- this.syncObjects();
1001
- this._isUpdatingPhysicsWorld = false;
1002
- if (this.eventQueue && !this.collisionHandler) {
1003
- this.collisionHandler = new PhysicsCollisionHandler(this.world, this.eventQueue);
1004
- }
1005
- if (this.collisionHandler) {
1006
- this.collisionHandler.handleCollisionEvents();
1007
- this.collisionHandler.update();
1008
- }
1009
- this.updateDebugRendering(this.world);
1010
- }
1011
- updateDebugRendering(world) {
1012
- if (debugPhysics || debugColliderPlacement || showColliders || this.debugRenderColliders === true) {
1013
- if (!this.lines) {
1014
- const material = new LineBasicMaterial({
1015
- color: 0x77dd77,
1016
- fog: false,
1017
- // vertexColors: VertexColors
1018
- });
1019
- const geometry = new BufferGeometry();
1020
- this.lines = new LineSegments(geometry, material);
1021
- this.lines.layers.disableAll();
1022
- this.lines.layers.enable(2);
1023
- }
1024
- if (this.lines.parent !== this.context?.scene)
1025
- this.context?.scene.add(this.lines);
1026
- const buffers = world.debugRender();
1027
- this.lines.geometry.setAttribute('position', new BufferAttribute(buffers.vertices, 3));
1028
- this.lines.geometry.setAttribute('color', new BufferAttribute(buffers.colors, 4));
1029
- // If a scene has no colliders at all at the start of the scene
1030
- // the bounding sphere radius will be 0 and the lines will not be rendered
1031
- // so we need to update the bounding sphere (perhaps it's enough to do this once...)
1032
- if (this.context.time.frame % 30 === 0 || this.lines.geometry.boundingSphere?.radius === 0) {
1033
- this.lines.geometry.computeBoundingSphere();
1034
- }
1035
- }
1036
- else {
1037
- if (this.lines) {
1038
- this.context?.scene.remove(this.lines);
1039
- }
1040
- }
1041
- }
1042
- /** sync rendered objects with physics world (except for colliders without rigidbody) */
1043
- syncObjects() {
1044
- if (debugColliderPlacement)
1045
- return;
1046
- for (let i = 0; i < this.bodies.length; i++) {
1047
- const obj = this.objects[i];
1048
- const body = this.bodies[i];
1049
- // if the collider is not attached to a rigidbody
1050
- // it means that its kinematic so we need to update its position
1051
- const col = obj;
1052
- if (col?.isCollider === true && !col.attachedRigidbody) {
1053
- const rigidbody = body.parent();
1054
- if (rigidbody)
1055
- this.syncPhysicsBody(obj.gameObject, rigidbody, true, true);
1056
- else
1057
- this.syncPhysicsBody(obj.gameObject, body, true, true);
1058
- continue;
1059
- }
1060
- // sync
1061
- const pos = body.translation();
1062
- const rot = body.rotation();
1063
- if (Number.isNaN(pos.x) || Number.isNaN(rot.x)) {
1064
- if (!col["__COLLIDER_NAN"] && isDevEnvironment()) {
1065
- console.warn("Collider has NaN values", col.name, col.gameObject, body);
1066
- col["__COLLIDER_NAN"] = true;
1067
- }
1068
- continue;
1069
- }
1070
- // make sure to keep the collider offset
1071
- const center = obj["center"];
1072
- if (center && center.isVector3) {
1073
- this._tempQuaternion.set(rot.x, rot.y, rot.z, rot.w);
1074
- const offset = this._tempPosition.copy(center).applyQuaternion(this._tempQuaternion);
1075
- const scale = getWorldScale(obj.gameObject);
1076
- offset.multiply(scale);
1077
- pos.x -= offset.x;
1078
- pos.y -= offset.y;
1079
- pos.z -= offset.z;
1080
- }
1081
- setWorldPositionXYZ(obj.gameObject, pos.x, pos.y, pos.z);
1082
- setWorldQuaternionXYZW(obj.gameObject, rot.x, rot.y, rot.z, rot.w);
1083
- }
1084
- }
1085
- syncPhysicsBody(obj, body, translation, rotation) {
1086
- // const bodyType = body.bodyType();
1087
- // const previous = physicsBody.translation();
1088
- // const vel = physicsBody.linvel();
1089
- if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
1090
- const worldPosition = getWorldPosition(obj, this._tempPosition);
1091
- const worldQuaternion = getWorldQuaternion(obj, this._tempQuaternion);
1092
- const type = body.bodyType();
1093
- switch (type) {
1094
- case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Fixed:
1095
- case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased:
1096
- case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicVelocityBased:
1097
- if (translation)
1098
- body.setNextKinematicTranslation(worldPosition);
1099
- if (rotation)
1100
- body.setNextKinematicRotation(worldQuaternion);
1101
- break;
1102
- default:
1103
- if (translation)
1104
- body.setTranslation(worldPosition, false);
1105
- if (rotation)
1106
- body.setRotation(worldQuaternion, false);
1107
- break;
1108
- }
1109
- }
1110
- else if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
1111
- if (obj.matrixWorldNeedsUpdate) {
1112
- obj.updateWorldMatrix(true, false);
1113
- }
1114
- obj.matrixWorld.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1115
- const wp = this._tempPosition;
1116
- const wq = this._tempQuaternion;
1117
- // const wp = getWorldPosition(obj, this._tempPosition);
1118
- // const wq = getWorldQuaternion(obj, this._tempQuaternion);
1119
- const collider = body[$componentKey];
1120
- this.tryApplyCenter(collider, wp);
1121
- // we need to check if translation or rotation have changed, otherwise the physics engine will wakeup rigidbody that are in contact with this collider
1122
- if (translation) {
1123
- const ct = body.translation();
1124
- if (ct.x !== wp.x || ct.y !== wp.y || ct.z !== wp.z)
1125
- body.setTranslation(wp);
1126
- }
1127
- if (rotation) {
1128
- const cr = body.rotation();
1129
- if (cr.x !== wq.x || cr.y !== wq.y || cr.z !== wq.z || cr.w !== wq.w)
1130
- body.setRotation(wq);
1131
- }
1132
- }
1133
- // physicsBody.setBodyType(RAPIER.RigidBodyType.Fixed);
1134
- // physicsBody.setLinvel(vel, false);
1135
- // update velocity
1136
- // const pos = physicsBody.translation();
1137
- // pos.x -= previous.x;
1138
- // pos.y -= previous.y;
1139
- // pos.z -= previous.z;
1140
- // // threhold
1141
- // const t = 1;
1142
- // const canUpdateVelocity = Math.abs(pos.x) < t && Math.abs(pos.y) < t && Math.abs(pos.z) < t;
1143
- // if (canUpdateVelocity) {
1144
- // const damping = 1 + this.context.time.deltaTime;
1145
- // vel.x *= damping;
1146
- // vel.y *= damping;
1147
- // vel.z *= damping;
1148
- // vel.x += pos.x;
1149
- // vel.y += pos.y;
1150
- // vel.z += pos.z;
1151
- // console.log(vel);
1152
- // physicsBody.setLinvel(vel, true);
1153
- // }
1154
- // else if(debugPhysics) console.warn("Movement exceeded threshold, not updating velocity", pos);
1155
- // body.setBodyType(bodyType);
1156
- }
1157
- _tempCenterPos = new Vector3();
1158
- _tempCenterVec = new Vector3();
1159
- _tempCenterQuaternion = new Quaternion();
1160
- tryApplyCenter(collider, targetVector) {
1161
- const center = collider.center;
1162
- if (center && collider.gameObject) {
1163
- if (center.x !== 0 || center.y !== 0 || center.z !== 0) {
1164
- // TODO: fix export of center in editor integrations so we dont have to flip here
1165
- this._tempCenterPos.x = center.x;
1166
- this._tempCenterPos.y = center.y;
1167
- this._tempCenterPos.z = center.z;
1168
- getWorldScale(collider.gameObject, this._tempCenterVec);
1169
- this._tempCenterPos.multiply(this._tempCenterVec);
1170
- if (!collider.attachedRigidbody) {
1171
- getWorldQuaternion(collider.gameObject, this._tempCenterQuaternion);
1172
- this._tempCenterPos.applyQuaternion(this._tempCenterQuaternion);
1173
- }
1174
- else {
1175
- this._tempCenterPos.applyQuaternion(collider.gameObject.quaternion);
1176
- }
1177
- targetVector.x += this._tempCenterPos.x;
1178
- targetVector.y += this._tempCenterPos.y;
1179
- targetVector.z += this._tempCenterPos.z;
1180
- }
1181
- }
1182
- }
1183
- static _matricesBuffer = [];
1184
- getRigidbodyRelativeMatrix(comp, rigidbody, mat, matrices) {
1185
- // collect all matrices to the rigidbody and then build the rigidbody relative matrix
1186
- if (matrices === undefined) {
1187
- matrices = RapierPhysics._matricesBuffer;
1188
- matrices.length = 0;
1189
- }
1190
- if (comp === rigidbody) {
1191
- const scale = getWorldScale(comp, this._tempPosition);
1192
- mat.makeScale(scale.x, scale.y, scale.z);
1193
- for (let i = matrices.length - 1; i >= 0; i--) {
1194
- mat.multiply(matrices[i]);
1195
- }
1196
- return mat;
1197
- }
1198
- matrices.push(comp.matrix);
1199
- if (comp.parent) {
1200
- this.getRigidbodyRelativeMatrix(comp.parent, rigidbody, mat, matrices);
1201
- }
1202
- return mat;
1203
- }
1204
- static centerConnectionPos = { x: 0, y: 0, z: 0 };
1205
- static centerConnectionRot = { x: 0, y: 0, z: 0, w: 1 };
1206
- addFixedJoint(body1, body2) {
1207
- if (!this.world) {
1208
- console.error("Physics world not initialized");
1209
- return;
1210
- }
1211
- const b1 = body1[$bodyKey];
1212
- const b2 = body2[$bodyKey];
1213
- this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1214
- this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1215
- const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.fixed(RapierPhysics.centerConnectionPos, RapierPhysics.centerConnectionRot, this._tempPosition, this._tempQuaternion);
1216
- const joint = this.world.createImpulseJoint(params, b1, b2, true);
1217
- if (debugPhysics)
1218
- console.log("ADD FIXED JOINT", joint);
1219
- }
1220
- /** The joint prevents any relative movement between two rigid-bodies, except for relative rotations along one axis. This is typically used to simulate wheels, fans, etc. They are characterized by one local anchor as well as one local axis on each rigid-body. */
1221
- addHingeJoint(body1, body2, anchor, axis) {
1222
- if (!this.world) {
1223
- console.error("Physics world not initialized");
1224
- return;
1225
- }
1226
- const b1 = body1[$bodyKey];
1227
- const b2 = body2[$bodyKey];
1228
- this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1229
- this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1230
- const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.revolute(anchor, this._tempPosition, axis);
1231
- const joint = this.world.createImpulseJoint(params, b1, b2, true);
1232
- if (debugPhysics)
1233
- console.log("ADD HINGE JOINT", joint);
1234
- }
1235
- calculateJointRelativeMatrices(body1, body2, mat) {
1236
- body1.updateWorldMatrix(true, false);
1237
- body2.updateWorldMatrix(true, false);
1238
- const world1 = body1.matrixWorld;
1239
- const world2 = body2.matrixWorld;
1240
- // set scale to 1
1241
- world1.elements[0] = 1;
1242
- world1.elements[5] = 1;
1243
- world1.elements[10] = 1;
1244
- world2.elements[0] = 1;
1245
- world2.elements[5] = 1;
1246
- world2.elements[10] = 1;
1247
- mat.copy(world2).premultiply(world1.invert()).invert();
1248
- }
1249
- }
1250
- /** responsible of processing collision events for the component system */
1251
- class PhysicsCollisionHandler {
1252
- world;
1253
- eventQueue;
1254
- constructor(world, eventQueue) {
1255
- this.world = world;
1256
- this.eventQueue = eventQueue;
1257
- }
1258
- activeCollisions = [];
1259
- activeCollisionsStay = [];
1260
- activeTriggers = [];
1261
- handleCollisionEvents() {
1262
- if (!this.eventQueue)
1263
- return;
1264
- if (!this.world)
1265
- return;
1266
- this.eventQueue.drainCollisionEvents((handle1, handle2, started) => {
1267
- const col1 = this.world.getCollider(handle1);
1268
- const col2 = this.world.getCollider(handle2);
1269
- if (!col1 || !col2)
1270
- return;
1271
- const colliderComponent1 = col1[$componentKey];
1272
- const colliderComponent2 = col2[$componentKey];
1273
- if (debugCollisions)
1274
- console.log("EVT", colliderComponent1.name, colliderComponent2.name, started, col1, col2);
1275
- if (colliderComponent1 && colliderComponent2) {
1276
- if (started) {
1277
- this.onCollisionStarted(colliderComponent1, col1, colliderComponent2, col2);
1278
- this.onCollisionStarted(colliderComponent2, col2, colliderComponent1, col1);
1279
- }
1280
- else {
1281
- this.onCollisionEnded(colliderComponent1, colliderComponent2);
1282
- this.onCollisionEnded(colliderComponent2, colliderComponent1);
1283
- }
1284
- }
1285
- });
1286
- }
1287
- update() {
1288
- this.onHandleCollisionStay();
1289
- }
1290
- onCollisionStarted(self, selfBody, other, otherBody) {
1291
- let collision = null;
1292
- // if one is a trigger we dont get collisions but want to raise the trigger events
1293
- if (self.isTrigger || other.isTrigger) {
1294
- foreachComponent(self.gameObject, (c) => {
1295
- if (c.onTriggerEnter && !c.destroyed) {
1296
- c.onTriggerEnter(other);
1297
- }
1298
- this.activeTriggers.push({ collider: self, component: c, otherCollider: other });
1299
- });
1300
- }
1301
- else {
1302
- const object = self.gameObject;
1303
- // TODO: we dont respect the flip value here!
1304
- this.world.contactPair(selfBody, otherBody, (manifold, _flipped) => {
1305
- foreachComponent(object, (c) => {
1306
- if (c.destroyed)
1307
- return;
1308
- const hasDeclaredEventMethod = c.onCollisionEnter || c.onCollisionStay || c.onCollisionExit;
1309
- if (hasDeclaredEventMethod || debugCollisions) {
1310
- if (!collision) {
1311
- const contacts = [];
1312
- const normal = manifold.normal();
1313
- // invert the normal for convex MeshColliders, NE-2680
1314
- if (other instanceof MeshCollider && other.convex) {
1315
- normal.x = -normal.x;
1316
- normal.y = -normal.y;
1317
- normal.z = -normal.z;
1318
- }
1319
- for (let i = 0; i < manifold.numSolverContacts(); i++) {
1320
- // solver points are in world space
1321
- // https://rapier.rs/docs/user_guides/javascript/advanced_collision_detection_js#the-contact-graph
1322
- const pt = manifold.solverContactPoint(i);
1323
- const impulse = manifold.contactImpulse(i);
1324
- if (pt) {
1325
- const dist = manifold.contactDist(i);
1326
- const friction = manifold.solverContactFriction(i);
1327
- const tangentVelocity = manifold.solverContactTangentVelocity(i);
1328
- const contact = new ContactPoint(pt, dist, normal, impulse, friction, tangentVelocity);
1329
- contacts.push(contact);
1330
- if (debugCollisions) {
1331
- Gizmos.DrawDirection(pt, normal, 0xff0000, 3, true);
1332
- }
1333
- }
1334
- }
1335
- collision = new Collision(object, other, contacts);
1336
- }
1337
- // we only need to keep track if any event exists
1338
- if (hasDeclaredEventMethod) {
1339
- const info = { collider: self, component: c, collision };
1340
- this.activeCollisions.push(info);
1341
- if (c.onCollisionStay) {
1342
- this.activeCollisionsStay.push(info);
1343
- }
1344
- c.onCollisionEnter?.call(c, collision);
1345
- }
1346
- }
1347
- });
1348
- });
1349
- }
1350
- }
1351
- onHandleCollisionStay() {
1352
- for (const active of this.activeCollisionsStay) {
1353
- const c = active.component;
1354
- if (c.destroyed)
1355
- continue;
1356
- if (c.activeAndEnabled && c.onCollisionStay) {
1357
- if (active.collision.collider.destroyed)
1358
- continue;
1359
- const arg = active.collision;
1360
- c.onCollisionStay(arg);
1361
- }
1362
- }
1363
- for (const active of this.activeTriggers) {
1364
- const c = active.component;
1365
- if (c.destroyed)
1366
- continue;
1367
- if (c.activeAndEnabled && c.onTriggerStay) {
1368
- const arg = active.otherCollider;
1369
- if (arg.destroyed)
1370
- continue;
1371
- c.onTriggerStay(arg);
1372
- }
1373
- }
1374
- }
1375
- onCollisionEnded(self, other) {
1376
- if (self.destroyed || other.destroyed)
1377
- return;
1378
- for (let i = 0; i < this.activeCollisions.length; i++) {
1379
- const active = this.activeCollisions[i];
1380
- const collider = active.collider;
1381
- if (collider.destroyed || active.collision.collider.destroyed) {
1382
- this.activeCollisions.splice(i, 1);
1383
- i--;
1384
- continue;
1385
- }
1386
- if (collider === self && active.collision.collider === other) {
1387
- const c = active.component;
1388
- this.activeCollisions.splice(i, 1);
1389
- i--;
1390
- if (c.activeAndEnabled && c.onCollisionExit) {
1391
- const collision = active.collision;
1392
- c.onCollisionExit(collision);
1393
- }
1394
- }
1395
- }
1396
- for (let i = 0; i < this.activeCollisionsStay.length; i++) {
1397
- const active = this.activeCollisionsStay[i];
1398
- const collider = active.collider;
1399
- if (collider.destroyed || active.collision.collider.destroyed) {
1400
- this.activeCollisionsStay.splice(i, 1);
1401
- i--;
1402
- continue;
1403
- }
1404
- if (collider === self && active.collision.collider === other) {
1405
- const c = active.component;
1406
- this.activeCollisionsStay.splice(i, 1);
1407
- i--;
1408
- if (c.activeAndEnabled && c.onCollisionExit) {
1409
- const collision = active.collision;
1410
- c.onCollisionExit(collision);
1411
- }
1412
- }
1413
- }
1414
- for (let i = 0; i < this.activeTriggers.length; i++) {
1415
- const active = this.activeTriggers[i];
1416
- const collider = active.collider;
1417
- if (collider.destroyed || active.otherCollider.destroyed) {
1418
- this.activeTriggers.splice(i, 1);
1419
- i--;
1420
- continue;
1421
- }
1422
- if (collider === self && active.otherCollider === other) {
1423
- const c = active.component;
1424
- this.activeTriggers.splice(i, 1);
1425
- i--;
1426
- if (c.activeAndEnabled && c.onTriggerExit) {
1427
- const collision = active.otherCollider;
1428
- c.onTriggerExit(collision);
1429
- }
1430
- }
1431
- }
1432
- }
1433
- }
1
+ import { BufferAttribute, BufferGeometry, InterleavedBufferAttribute, LineBasicMaterial, LineSegments, Matrix4, Quaternion, Vector3 } from 'three';
2
+ import * as BufferGeometryUtils from 'three/examples/jsm/utils/BufferGeometryUtils.js';
3
+ import { CollisionDetectionMode, PhysicsMaterialCombine } from '../engine/engine_physics.types.js';
4
+ import { MeshCollider } from '../engine-components/Collider.js';
5
+ import { isDevEnvironment } from './debug/debug.js';
6
+ import { ContextEvent, ContextRegistry } from './engine_context_registry.js';
7
+ import { foreachComponent } from './engine_gameobject.js';
8
+ import { Gizmos } from './engine_gizmos.js';
9
+ import { Mathf } from './engine_math.js';
10
+ import { MODULES } from './engine_modules.js';
11
+ import { getWorldPosition, getWorldQuaternion, getWorldScale, setWorldPositionXYZ, setWorldQuaternionXYZW } from "./engine_three_utils.js";
12
+ import { Collision, ContactPoint } from './engine_types.js';
13
+ import { SphereOverlapResult } from './engine_types.js';
14
+ import { CircularBuffer, getParam } from "./engine_utils.js";
15
+ const debugPhysics = getParam("debugphysics");
16
+ const debugColliderPlacement = getParam("debugcolliderplacement");
17
+ const debugCollisions = getParam("debugcollisions");
18
+ const showColliders = getParam("showcolliders");
19
+ const showPhysicsRaycasts = getParam("debugraycasts");
20
+ /** on physics body and references the needle component */
21
+ const $componentKey = Symbol("needle component");
22
+ /** on needle component and references physics body */
23
+ const $bodyKey = Symbol("physics body");
24
+ const $colliderRigidbody = Symbol("rigidbody");
25
+ globalThis["NEEDLE_USE_RAPIER"] = globalThis["NEEDLE_USE_RAPIER"] !== undefined ? globalThis["NEEDLE_USE_RAPIER"] : true;
26
+ if (debugPhysics)
27
+ console.log("Use Rapier", NEEDLE_USE_RAPIER, globalThis["NEEDLE_USE_RAPIER"]);
28
+ if (NEEDLE_USE_RAPIER) {
29
+ ContextRegistry.registerCallback(ContextEvent.ContextCreationStart, evt => {
30
+ if (debugPhysics)
31
+ console.log("Register rapier physics backend");
32
+ evt.context.physics.engine = new RapierPhysics(evt.context);
33
+ // We do not initialize physics immediately to avoid loading the physics engine if it is not needed
34
+ });
35
+ }
36
+ export class RapierPhysics {
37
+ debugRenderColliders = false;
38
+ debugRenderRaycasts = false;
39
+ removeBody(obj) {
40
+ if (!obj)
41
+ return;
42
+ this.validate();
43
+ const body = obj[$bodyKey];
44
+ obj[$bodyKey] = null;
45
+ if (body && this.world) {
46
+ const index = this.objects.findIndex(o => o === obj);
47
+ if (index >= 0) {
48
+ const rapierBody = this.bodies[index];
49
+ // Remove references
50
+ this.bodies.splice(index, 1);
51
+ this.objects.splice(index, 1);
52
+ // Remove the collider from the physics world
53
+ if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
54
+ const rapierCollider = rapierBody;
55
+ this.world?.removeCollider(rapierCollider, true);
56
+ // also remove the rigidbody if it doesnt have colliders anymore
57
+ const rapierRigidbody = rapierCollider.parent();
58
+ if (rapierRigidbody && rapierRigidbody.numColliders() <= 0) {
59
+ const rigidbody = rapierRigidbody[$componentKey];
60
+ if (rigidbody) {
61
+ // If the collider was attached to a rigidbody and this rigidbody now has no colliders anymore we should ignore it - because the Rigidbody component will delete itself
62
+ }
63
+ else {
64
+ // But if there is no explicit rigidbody needle component then the colliders did create it implictly and thus we need to remove it here:
65
+ this.world?.removeRigidBody(rapierRigidbody);
66
+ }
67
+ }
68
+ }
69
+ // Remove the rigidbody from the physics world
70
+ else if (rapierBody instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
71
+ if (rapierBody.numColliders() <= 0) {
72
+ this.world?.removeRigidBody(rapierBody);
73
+ }
74
+ else {
75
+ if (isDevEnvironment()) {
76
+ if (!rapierBody["did_log_removing"]) {
77
+ setTimeout(() => {
78
+ if (rapierBody.numColliders() > 0) {
79
+ rapierBody["did_log_removing"] = true;
80
+ console.warn("RapierPhysics: removing rigidbody with colliders from the physics world is not possible right now, please remove the colliders first");
81
+ }
82
+ }, 1);
83
+ }
84
+ }
85
+ }
86
+ }
87
+ }
88
+ }
89
+ }
90
+ updateBody(comp, translation, rotation) {
91
+ this.validate();
92
+ if (!this.enabled)
93
+ return;
94
+ if (comp.destroyed || !comp.gameObject)
95
+ return;
96
+ if (!translation && !rotation)
97
+ return;
98
+ if (comp.isCollider === true) {
99
+ // const collider = comp as ICollider;
100
+ console.warn("TODO: implement updating collider position");
101
+ }
102
+ else {
103
+ const rigidbody = comp;
104
+ const body = rigidbody[$bodyKey];
105
+ if (body) {
106
+ this.syncPhysicsBody(rigidbody.gameObject, body, translation, rotation);
107
+ }
108
+ }
109
+ }
110
+ updateProperties(obj) {
111
+ this.validate();
112
+ if (obj.isCollider) {
113
+ const col = obj;
114
+ const body = col[$bodyKey];
115
+ if (body) {
116
+ this.internalUpdateColliderProperties(col, body);
117
+ if (col.sharedMaterial)
118
+ this.updatePhysicsMaterial(col);
119
+ }
120
+ }
121
+ else {
122
+ const rb = obj;
123
+ const physicsBody = this.internal_getRigidbody(rb);
124
+ if (physicsBody) {
125
+ this.internalUpdateRigidbodyProperties(rb, physicsBody);
126
+ }
127
+ }
128
+ }
129
+ addForce(rigidbody, force, wakeup) {
130
+ this.validate();
131
+ const body = this.internal_getRigidbody(rigidbody);
132
+ if (body)
133
+ body.addForce(force, wakeup);
134
+ else
135
+ console.warn("Rigidbody doesn't exist: can not apply force (does your object with the Rigidbody have a collider?)");
136
+ }
137
+ addImpulse(rigidbody, force, wakeup) {
138
+ this.validate();
139
+ const body = this.internal_getRigidbody(rigidbody);
140
+ if (body)
141
+ body.applyImpulse(force, wakeup);
142
+ else
143
+ console.warn("Rigidbody doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
144
+ }
145
+ getLinearVelocity(comp) {
146
+ this.validate();
147
+ const body = this.internal_getRigidbody(comp);
148
+ if (body) {
149
+ const vel = body.linvel();
150
+ return vel;
151
+ }
152
+ // else console.warn("Rigidbody doesn't exist: can not get linear velocity (does your object with the Rigidbody have a collider?)");
153
+ return null;
154
+ }
155
+ getAngularVelocity(rb) {
156
+ this.validate();
157
+ const body = this.internal_getRigidbody(rb);
158
+ if (body) {
159
+ const vel = body.angvel();
160
+ return vel;
161
+ }
162
+ // else console.warn("Rigidbody doesn't exist: can not get angular velocity (does your object with the Rigidbody have a collider?)");
163
+ return null;
164
+ }
165
+ resetForces(rb, wakeup) {
166
+ this.validate();
167
+ const body = this.internal_getRigidbody(rb);
168
+ body?.resetForces(wakeup);
169
+ }
170
+ resetTorques(rb, wakeup) {
171
+ this.validate();
172
+ const body = this.internal_getRigidbody(rb);
173
+ body?.resetTorques(wakeup);
174
+ }
175
+ applyImpulse(rb, vec, wakeup) {
176
+ this.validate();
177
+ const body = this.internal_getRigidbody(rb);
178
+ if (body)
179
+ body.applyImpulse(vec, wakeup);
180
+ else
181
+ console.warn("Rigidbody doesn't exist: can not apply impulse (does your object with the Rigidbody have a collider?)");
182
+ }
183
+ wakeup(rb) {
184
+ this.validate();
185
+ const body = this.internal_getRigidbody(rb);
186
+ if (body)
187
+ body.wakeUp();
188
+ else
189
+ console.warn("Rigidbody doesn't exist: can not wake up (does your object with the Rigidbody have a collider?)");
190
+ }
191
+ isSleeping(rb) {
192
+ this.validate();
193
+ const body = this.internal_getRigidbody(rb);
194
+ return body?.isSleeping();
195
+ }
196
+ setAngularVelocity(rb, vec, wakeup) {
197
+ this.validate();
198
+ const body = this.internal_getRigidbody(rb);
199
+ if (body)
200
+ body.setAngvel(vec, wakeup);
201
+ else
202
+ console.warn("Rigidbody doesn't exist: can not set angular velocity (does your object with the Rigidbody have a collider?)");
203
+ }
204
+ setLinearVelocity(rb, vec, wakeup) {
205
+ this.validate();
206
+ const body = this.internal_getRigidbody(rb);
207
+ if (body)
208
+ body.setLinvel(vec, wakeup);
209
+ else
210
+ console.warn("Rigidbody doesn't exist: can not set linear velocity (does your object with the Rigidbody have a collider?)");
211
+ }
212
+ context;
213
+ _initializePromise;
214
+ _isInitialized = false;
215
+ constructor(ctx) {
216
+ this.context = ctx;
217
+ }
218
+ get isInitialized() { return this._isInitialized; }
219
+ async initialize() {
220
+ if (!this._initializePromise)
221
+ this._initializePromise = this.internalInitialization();
222
+ return this._initializePromise;
223
+ }
224
+ async internalInitialization() {
225
+ if (getParam("__nophysics")) {
226
+ console.warn("Physics are disabled");
227
+ return false;
228
+ }
229
+ if (debugPhysics)
230
+ console.log("Initialize rapier physics engine");
231
+ // NEEDLE_PHYSICS_INIT_START
232
+ // use .env file with VITE_NEEDLE_USE_RAPIER=false to treeshake rapier
233
+ // @ts-ignore
234
+ if ("env" in import.meta && import.meta.env.VITE_NEEDLE_USE_RAPIER === "false") {
235
+ if (debugPhysics)
236
+ console.log("Rapier disabled");
237
+ return false;
238
+ }
239
+ // Can be transformed during build time to disable rapier
240
+ if (!NEEDLE_USE_RAPIER)
241
+ return false;
242
+ if (this._hasCreatedWorld) {
243
+ console.error("Invalid call to create physics world: world is already created");
244
+ return true;
245
+ }
246
+ this._hasCreatedWorld = true;
247
+ if (MODULES.RAPIER_PHYSICS.MAYBEMODULE == undefined) {
248
+ if (debugPhysics)
249
+ console.trace("Loading rapier physics engine");
250
+ const module = await MODULES.RAPIER_PHYSICS.load();
251
+ await module.init();
252
+ }
253
+ if (debugPhysics)
254
+ console.log("Physics engine initialized, creating world...");
255
+ this._world = new MODULES.RAPIER_PHYSICS.MODULE.World(this._gravity);
256
+ this.rapierRay = new MODULES.RAPIER_PHYSICS.MODULE.Ray({ x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 1 });
257
+ this.enabled = true;
258
+ this._isInitialized = true;
259
+ if (debugPhysics)
260
+ console.log("Physics world created");
261
+ return true;
262
+ // NEEDLE_PHYSICS_INIT_END
263
+ }
264
+ /** Check is the physics engine has been initialized and the call can be made */
265
+ validate() {
266
+ if (!this._isInitialized) {
267
+ if (debugPhysics) {
268
+ this["_lastWarnTime"] = this["_lastWarnTime"] ?? 0;
269
+ if (Date.now() - this["_lastWarnTime"] > 1000) {
270
+ this["_lastWarnTime"] = Date.now();
271
+ console.warn("Physics engine is not initialized");
272
+ }
273
+ }
274
+ }
275
+ }
276
+ rapierRay;
277
+ raycastVectorsBuffer = new CircularBuffer(() => new Vector3(), 10);
278
+ raycast(origin, direction, options) {
279
+ if (!this._isInitialized) {
280
+ console.log("Physics engine is not initialized");
281
+ return null;
282
+ }
283
+ let maxDistance = options?.maxDistance;
284
+ let solid = options?.solid;
285
+ if (maxDistance === undefined)
286
+ maxDistance = Infinity;
287
+ if (solid === undefined)
288
+ solid = true;
289
+ const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
290
+ if (!ray)
291
+ return null;
292
+ if (this.debugRenderRaycasts || showPhysicsRaycasts)
293
+ Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
294
+ const hit = this.world?.castRay(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
295
+ const component = c[$componentKey];
296
+ if (options?.filterPredicate)
297
+ return options.filterPredicate(component);
298
+ if (options?.useIgnoreRaycastLayer !== false) {
299
+ // ignore objects in the IgnoreRaycast=2 layer
300
+ return !component?.gameObject.layers.isEnabled(2);
301
+ }
302
+ return true;
303
+ });
304
+ if (hit) {
305
+ const point = ray.pointAt(hit.timeOfImpact);
306
+ const vec = this.raycastVectorsBuffer.get();
307
+ vec.set(point.x, point.y, point.z);
308
+ return { point: vec, collider: hit.collider[$componentKey] };
309
+ }
310
+ return null;
311
+ }
312
+ raycastAndGetNormal(origin, direction, options) {
313
+ if (!this._isInitialized) {
314
+ return null;
315
+ }
316
+ let maxDistance = options?.maxDistance;
317
+ let solid = options?.solid;
318
+ if (maxDistance === undefined)
319
+ maxDistance = Infinity;
320
+ if (solid === undefined)
321
+ solid = true;
322
+ const ray = this.getPhysicsRay(this.rapierRay, origin, direction);
323
+ if (!ray)
324
+ return null;
325
+ if (this.debugRenderRaycasts || showPhysicsRaycasts)
326
+ Gizmos.DrawRay(ray.origin, ray.dir, 0x0000ff, 1);
327
+ const hit = this.world?.castRayAndGetNormal(ray, maxDistance, solid, options?.queryFilterFlags, options?.filterGroups, undefined, undefined, (c) => {
328
+ const component = c[$componentKey];
329
+ if (options?.filterPredicate)
330
+ return options.filterPredicate(component);
331
+ if (options?.useIgnoreRaycastLayer !== false) {
332
+ // ignore objects in the IgnoreRaycast=2 layer
333
+ return !component?.gameObject.layers.isEnabled(2);
334
+ }
335
+ return true;
336
+ });
337
+ if (hit) {
338
+ const point = ray.pointAt(hit.timeOfImpact);
339
+ const normal = hit.normal;
340
+ const vec = this.raycastVectorsBuffer.get();
341
+ const nor = this.raycastVectorsBuffer.get();
342
+ vec.set(point.x, point.y, point.z);
343
+ nor.set(normal.x, normal.y, normal.z);
344
+ return { point: vec, normal: nor, collider: hit.collider[$componentKey] };
345
+ }
346
+ return null;
347
+ }
348
+ getPhysicsRay(ray, origin, direction) {
349
+ const cam = this.context?.mainCamera;
350
+ if (origin === undefined) {
351
+ const pos = this.context?.input.getPointerPosition(0);
352
+ if (pos)
353
+ origin = pos;
354
+ else
355
+ return null;
356
+ }
357
+ // if we get origin in 2d space we need to project it to 3d space
358
+ if (origin["z"] === undefined) {
359
+ if (!cam) {
360
+ console.error("Can not perform raycast from 2d point - no main camera found");
361
+ return null;
362
+ }
363
+ const vec3 = this.raycastVectorsBuffer.get();
364
+ vec3.x = origin.x;
365
+ vec3.y = origin.y;
366
+ vec3.z = 0;
367
+ // if the origin is in screen space we need to convert it to raycaster space
368
+ if (vec3.x > 1 || vec3.y > 1 || vec3.y < -1 || vec3.x < -1) {
369
+ if (debugPhysics)
370
+ console.warn("Converting screenspace to raycast space", vec3);
371
+ this.context?.input.convertScreenspaceToRaycastSpace(vec3);
372
+ }
373
+ vec3.unproject(cam);
374
+ origin = vec3;
375
+ }
376
+ const o = origin;
377
+ ray.origin.x = o.x;
378
+ ray.origin.y = o.y;
379
+ ray.origin.z = o.z;
380
+ const vec = this.raycastVectorsBuffer.get();
381
+ if (direction)
382
+ vec.set(direction.x, direction.y, direction.z);
383
+ else {
384
+ if (!cam) {
385
+ console.error("Can not perform raycast - no camera found");
386
+ return null;
387
+ }
388
+ vec.set(ray.origin.x, ray.origin.y, ray.origin.z);
389
+ const camPosition = getWorldPosition(cam);
390
+ vec.sub(camPosition);
391
+ }
392
+ // we need to normalize the ray because our input is a max travel length and the direction may be not normalized
393
+ vec.normalize();
394
+ ray.dir.x = vec.x;
395
+ ray.dir.y = vec.y;
396
+ ray.dir.z = vec.z;
397
+ // Gizmos.DrawRay(ray.origin, ray.dir, 0xff0000, Infinity);
398
+ return ray;
399
+ }
400
+ rapierSphere = null;
401
+ rapierColliderArray = [];
402
+ rapierIdentityRotation = { x: 0, y: 0, z: 0, w: 1 };
403
+ rapierForwardVector = { x: 0, y: 0, z: 1 };
404
+ /** Precice sphere overlap detection using rapier against colliders
405
+ * @param point center of the sphere in worldspace
406
+ * @param radius radius of the sphere
407
+ * @returns array of colliders that overlap with the sphere. Note: they currently only contain the collider and the gameobject
408
+ */
409
+ sphereOverlap(point, radius) {
410
+ this.rapierColliderArray.length = 0;
411
+ if (!this._isInitialized) {
412
+ return this.rapierColliderArray;
413
+ }
414
+ if (!this.world)
415
+ return this.rapierColliderArray;
416
+ this.rapierSphere ??= new MODULES.RAPIER_PHYSICS.MODULE.Ball(radius);
417
+ this.rapierSphere.radius = radius;
418
+ if (this.debugRenderRaycasts || showPhysicsRaycasts)
419
+ Gizmos.DrawWireSphere(point, radius, 0x3344ff, 1);
420
+ this.world.intersectionsWithShape(point, this.rapierIdentityRotation, this.rapierSphere, col => {
421
+ const collider = col[$componentKey];
422
+ // if (collider.gameObject.layers.isEnabled(2)) return true;
423
+ const intersection = new SphereOverlapResult(collider.gameObject, collider);
424
+ this.rapierColliderArray.push(intersection);
425
+ return true; // Return `false` instead if we want to stop searching for other colliders that contain this point.
426
+ },
427
+ // TODO: it seems as QueryFilterFlags.EXCLUDE_SENSORS also excludes DYNAMIC Rigidbodies (only if they're set to kinematic)
428
+ undefined, // QueryFilterFlags.EXCLUDE_SENSORS,
429
+ undefined, undefined, undefined, col => {
430
+ // we don't want to raycast against triggers (see comment about Exclude Sensors above)
431
+ if (col.isSensor())
432
+ return false;
433
+ const collider = col[$componentKey];
434
+ return collider.gameObject.layers.isEnabled(2) == false;
435
+ });
436
+ return this.rapierColliderArray;
437
+ // TODO: this only returns one hit
438
+ // let filterGroups = 0xffffffff;
439
+ // filterGroups &= ~(1 << 2);
440
+ // const hit: ShapeColliderTOI | null = this.world.castShape(point,
441
+ // this.rapierIdentityRotation,
442
+ // this.rapierForwardVector,
443
+ // this.rapierSphere,
444
+ // 0,
445
+ // QueryFilterFlags.EXCLUDE_SENSORS,
446
+ // // filterGroups,
447
+ // );
448
+ // // console.log(hit);
449
+ // if (hit) {
450
+ // const collider = hit.collider[$componentKey] as ICollider
451
+ // const intersection = new SphereOverlapResult(collider.gameObject);
452
+ // this.rapierColliderArray.push(intersection);
453
+ // // const localpt = hit.witness2;
454
+ // // // const normal = hit.normal2;
455
+ // // const hitPoint = new Vector3(localpt.x, localpt.y, localpt.z);
456
+ // // // collider.gameObject.localToWorld(hitPoint);
457
+ // // // const normalPt = new Vector3(normal.x, normal.y, normal.z);
458
+ // // // const mat = new Matrix4().setPosition(point).scale(new Vector3(radius, radius, radius));
459
+ // // // hitPoint.applyMatrix4(mat);
460
+ // // console.log(hit.witness2)
461
+ // // // hitPoint.add(point);
462
+ // // const dist = hitPoint.distanceTo(point);
463
+ // }
464
+ // return this.rapierColliderArray;
465
+ }
466
+ // physics simulation
467
+ enabled = false;
468
+ /** Get access to the rapier world */
469
+ get world() { return this._world; }
470
+ ;
471
+ _tempPosition = new Vector3();
472
+ _tempQuaternion = new Quaternion();
473
+ _tempScale = new Vector3();
474
+ _tempMatrix = new Matrix4();
475
+ static _didLoadPhysicsEngine = false;
476
+ _isUpdatingPhysicsWorld = false;
477
+ get isUpdating() { return this._isUpdatingPhysicsWorld; }
478
+ _world;
479
+ _hasCreatedWorld = false;
480
+ eventQueue;
481
+ collisionHandler;
482
+ objects = [];
483
+ bodies = [];
484
+ _meshCache = new Map();
485
+ _gravity = { x: 0.0, y: -9.81, z: 0.0 };
486
+ get gravity() {
487
+ return this.world?.gravity ?? this._gravity;
488
+ }
489
+ set gravity(value) {
490
+ if (this.world) {
491
+ this.world.gravity = value;
492
+ }
493
+ else {
494
+ this._gravity = value;
495
+ }
496
+ }
497
+ clearCaches() {
498
+ this._meshCache.clear();
499
+ if (this.eventQueue?.raw)
500
+ this.eventQueue?.free();
501
+ if (this.world?.bodies)
502
+ this.world?.free();
503
+ }
504
+ async addBoxCollider(collider, size) {
505
+ if (!this._isInitialized)
506
+ await this.initialize();
507
+ if (!collider.activeAndEnabled)
508
+ return;
509
+ if (!this.enabled) {
510
+ if (debugPhysics)
511
+ console.warn("Physics are disabled");
512
+ return;
513
+ }
514
+ const obj = collider.gameObject;
515
+ const scale = getWorldScale(obj, this._tempPosition).multiply(size);
516
+ scale.multiplyScalar(0.5);
517
+ // prevent negative scale
518
+ if (scale.x < 0)
519
+ scale.x = Math.abs(scale.x);
520
+ if (scale.y < 0)
521
+ scale.y = Math.abs(scale.y);
522
+ if (scale.z < 0)
523
+ scale.z = Math.abs(scale.z);
524
+ // prevent zero scale - seems normals are flipped otherwise
525
+ const minSize = 0.0000001;
526
+ if (scale.x < minSize)
527
+ scale.x = minSize;
528
+ if (scale.y < minSize)
529
+ scale.y = minSize;
530
+ if (scale.z < minSize)
531
+ scale.z = minSize;
532
+ const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.cuboid(scale.x, scale.y, scale.z);
533
+ // const objectLayerMask = collider.gameObject.layers.mask;
534
+ // const mask = objectLayerMask & ~2;
535
+ // TODO: https://rapier.rs/docs/user_guides/javascript/colliders/#collision-groups-and-solver-groups
536
+ // desc.setCollisionGroups(objectLayerMask);
537
+ this.createCollider(collider, desc);
538
+ }
539
+ async addSphereCollider(collider) {
540
+ if (!this._isInitialized)
541
+ await this.initialize();
542
+ if (!collider.activeAndEnabled)
543
+ return;
544
+ if (!this.enabled) {
545
+ if (debugPhysics)
546
+ console.warn("Physics are disabled");
547
+ return;
548
+ }
549
+ const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.ball(.5);
550
+ this.createCollider(collider, desc);
551
+ this.updateProperties(collider);
552
+ }
553
+ async addCapsuleCollider(collider, height, radius) {
554
+ if (!this._isInitialized)
555
+ await this.initialize();
556
+ if (!collider.activeAndEnabled)
557
+ return;
558
+ if (!this.enabled) {
559
+ if (debugPhysics)
560
+ console.warn("Physics are disabled");
561
+ return;
562
+ }
563
+ const obj = collider.gameObject;
564
+ const scale = getWorldScale(obj, this._tempPosition);
565
+ // Prevent negative scales
566
+ scale.x = Math.abs(scale.x);
567
+ scale.y = Math.abs(scale.y);
568
+ const finalRadius = radius * scale.x;
569
+ // half height = distance between capsule origin and top sphere origin (not the top end of the capsule)
570
+ height = Math.max(height, finalRadius * 2);
571
+ const hh = Mathf.clamp((height * .5 * scale.y) - (radius * scale.x), 0, Number.MAX_SAFE_INTEGER);
572
+ const desc = MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.capsule(hh, finalRadius);
573
+ this.createCollider(collider, desc);
574
+ }
575
+ async addMeshCollider(collider, mesh, convex, extraScale) {
576
+ // capture the geometry before waiting for phyiscs engine
577
+ let geo = mesh.geometry;
578
+ if (!geo) {
579
+ if (debugPhysics)
580
+ console.warn("Missing mesh geometry", mesh.name);
581
+ return;
582
+ }
583
+ // check if mesh is indexed, if not generate indices
584
+ if (!geo.index?.array?.length) {
585
+ console.warn(`Your MeshCollider is missing vertices or indices in the assined mesh \"${mesh.name}\". Consider providing an indexed geometry.`);
586
+ geo = BufferGeometryUtils.mergeVertices(geo);
587
+ }
588
+ let positions = null;
589
+ const positionAttribute = geo.getAttribute("position");
590
+ if (positionAttribute instanceof InterleavedBufferAttribute) {
591
+ const count = positionAttribute.count;
592
+ positions = new Float32Array(count * 3);
593
+ for (let i = 0; i < count; i++) {
594
+ const x = positionAttribute.getX(i);
595
+ const y = positionAttribute.getY(i);
596
+ const z = positionAttribute.getZ(i);
597
+ positions[i * 3] = x;
598
+ positions[i * 3 + 1] = y;
599
+ positions[i * 3 + 2] = z;
600
+ }
601
+ }
602
+ else {
603
+ positions = positionAttribute.array;
604
+ }
605
+ await this.initialize();
606
+ if (!this.enabled) {
607
+ if (debugPhysics)
608
+ console.warn("Physics are disabled");
609
+ return;
610
+ }
611
+ if (!collider.activeAndEnabled)
612
+ return;
613
+ // let positions = geo.getAttribute("position").array as Float32Array;
614
+ const indices = geo.index?.array;
615
+ const scale = collider.gameObject.worldScale.clone();
616
+ if (extraScale)
617
+ scale.multiply(extraScale);
618
+ // scaling seems not supported yet https://github.com/dimforge/rapier/issues/243
619
+ if (Math.abs(scale.x - 1) > 0.0001 || Math.abs(scale.y - 1) > 0.0001 || Math.abs(scale.z - 1) > 0.0001) {
620
+ const key = `${geo.uuid}_${scale.x}_${scale.y}_${scale.z}_${convex}`;
621
+ if (this._meshCache.has(key)) {
622
+ if (debugPhysics)
623
+ console.warn("Use cached mesh collider");
624
+ positions = this._meshCache.get(key);
625
+ }
626
+ else {
627
+ if (debugPhysics || isDevEnvironment())
628
+ console.debug(`[Performance] Your MeshCollider \"${collider.name}\" is scaled: consider applying the scale to the collider mesh instead (${scale.x}, ${scale.y}, ${scale.z})`);
629
+ const scaledPositions = new Float32Array(positions.length);
630
+ for (let i = 0; i < positions.length; i += 3) {
631
+ scaledPositions[i] = positions[i] * scale.x;
632
+ scaledPositions[i + 1] = positions[i + 1] * scale.y;
633
+ scaledPositions[i + 2] = positions[i + 2] * scale.z;
634
+ }
635
+ positions = scaledPositions;
636
+ this._meshCache.set(key, scaledPositions);
637
+ }
638
+ }
639
+ const desc = convex
640
+ ? MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.convexHull(positions)
641
+ : MODULES.RAPIER_PHYSICS.MODULE.ColliderDesc.trimesh(positions, indices);
642
+ if (desc) {
643
+ this.createCollider(collider, desc);
644
+ // col.setMassProperties(1, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0 }, { x: 0, y: 0, z: 0, w: 1 });
645
+ // rb?.setTranslation({ x: 0, y: 2, z: 0 });
646
+ // col.setTranslationWrtParent(new Vector3(0,2,0));
647
+ }
648
+ }
649
+ updatePhysicsMaterial(col) {
650
+ if (!col)
651
+ return;
652
+ const physicsMaterial = col.sharedMaterial;
653
+ const rapier_collider = col[$bodyKey];
654
+ if (!rapier_collider)
655
+ return;
656
+ if (physicsMaterial) {
657
+ if (physicsMaterial.bounciness !== undefined)
658
+ rapier_collider.setRestitution(physicsMaterial.bounciness);
659
+ if (physicsMaterial.bounceCombine !== undefined) {
660
+ switch (physicsMaterial.bounceCombine) {
661
+ case PhysicsMaterialCombine.Average:
662
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
663
+ break;
664
+ case PhysicsMaterialCombine.Maximum:
665
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
666
+ break;
667
+ case PhysicsMaterialCombine.Minimum:
668
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
669
+ break;
670
+ case PhysicsMaterialCombine.Multiply:
671
+ rapier_collider.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
672
+ break;
673
+ }
674
+ }
675
+ if (physicsMaterial.dynamicFriction !== undefined)
676
+ rapier_collider.setFriction(physicsMaterial.dynamicFriction);
677
+ if (physicsMaterial.frictionCombine !== undefined) {
678
+ switch (physicsMaterial.frictionCombine) {
679
+ case PhysicsMaterialCombine.Average:
680
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
681
+ break;
682
+ case PhysicsMaterialCombine.Maximum:
683
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
684
+ break;
685
+ case PhysicsMaterialCombine.Minimum:
686
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
687
+ break;
688
+ case PhysicsMaterialCombine.Multiply:
689
+ rapier_collider.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
690
+ break;
691
+ }
692
+ }
693
+ }
694
+ }
695
+ /** Get the rapier body for a Needle component */
696
+ getBody(obj) {
697
+ if (!obj)
698
+ return null;
699
+ const body = obj[$bodyKey];
700
+ return body;
701
+ }
702
+ /** Get the Needle Engine component for a rapier object */
703
+ getComponent(rapierObject) {
704
+ if (!rapierObject)
705
+ return null;
706
+ const component = rapierObject[$componentKey];
707
+ return component;
708
+ }
709
+ createCollider(collider, desc) {
710
+ if (!this.world)
711
+ throw new Error("Physics world not initialized");
712
+ const matrix = this._tempMatrix;
713
+ let rigidBody = undefined;
714
+ if (!collider.attachedRigidbody) {
715
+ if (debugPhysics)
716
+ console.log("Create collider without rigidbody", collider.name);
717
+ matrix.makeRotationFromQuaternion(getWorldQuaternion(collider.gameObject));
718
+ matrix.setPosition(getWorldPosition(collider.gameObject));
719
+ }
720
+ else {
721
+ rigidBody = this.getRigidbody(collider, this._tempMatrix);
722
+ }
723
+ matrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
724
+ this.tryApplyCenter(collider, this._tempPosition);
725
+ desc.setTranslation(this._tempPosition.x, this._tempPosition.y, this._tempPosition.z);
726
+ desc.setRotation(this._tempQuaternion);
727
+ desc.setSensor(collider.isTrigger);
728
+ // TODO: we might want to update this if the material changes
729
+ const physicsMaterial = collider.sharedMaterial;
730
+ if (physicsMaterial) {
731
+ if (physicsMaterial.bounciness !== undefined)
732
+ desc.setRestitution(physicsMaterial.bounciness);
733
+ if (physicsMaterial.bounceCombine !== undefined) {
734
+ switch (physicsMaterial.bounceCombine) {
735
+ case PhysicsMaterialCombine.Average:
736
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
737
+ break;
738
+ case PhysicsMaterialCombine.Maximum:
739
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
740
+ break;
741
+ case PhysicsMaterialCombine.Minimum:
742
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
743
+ break;
744
+ case PhysicsMaterialCombine.Multiply:
745
+ desc.setRestitutionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
746
+ break;
747
+ }
748
+ }
749
+ if (physicsMaterial.dynamicFriction !== undefined)
750
+ desc.setFriction(physicsMaterial.dynamicFriction);
751
+ if (physicsMaterial.frictionCombine !== undefined) {
752
+ switch (physicsMaterial.frictionCombine) {
753
+ case PhysicsMaterialCombine.Average:
754
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Average);
755
+ break;
756
+ case PhysicsMaterialCombine.Maximum:
757
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Max);
758
+ break;
759
+ case PhysicsMaterialCombine.Minimum:
760
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Min);
761
+ break;
762
+ case PhysicsMaterialCombine.Multiply:
763
+ desc.setFrictionCombineRule(MODULES.RAPIER_PHYSICS.MODULE.CoefficientCombineRule.Multiply);
764
+ break;
765
+ }
766
+ }
767
+ }
768
+ // if we want to use explicit mass properties, we need to set the collider density to 0
769
+ // otherwise rapier will compute the mass properties based on the collider shape and density
770
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
771
+ if (collider.attachedRigidbody?.autoMass === false) {
772
+ desc.setDensity(.000001);
773
+ desc.setMass(.000001);
774
+ }
775
+ try {
776
+ const col = this.world.createCollider(desc, rigidBody);
777
+ col[$componentKey] = collider;
778
+ collider[$bodyKey] = col;
779
+ col.setActiveEvents(MODULES.RAPIER_PHYSICS.MODULE.ActiveEvents.COLLISION_EVENTS);
780
+ // We want to receive collisitons between two triggers too
781
+ col.setActiveCollisionTypes(MODULES.RAPIER_PHYSICS.MODULE.ActiveCollisionTypes.ALL);
782
+ this.objects.push(collider);
783
+ this.bodies.push(col);
784
+ // set the collider layers
785
+ this.updateColliderCollisionGroups(collider);
786
+ return col;
787
+ }
788
+ catch (e) {
789
+ console.error("Error creating collider \"" + collider.name + "\"\nError:", e);
790
+ return null;
791
+ }
792
+ }
793
+ /**
794
+ * Updates the collision groups of a collider.
795
+ *
796
+ * @param collider - The collider to update.
797
+ */
798
+ updateColliderCollisionGroups(collider) {
799
+ const body = collider[$bodyKey];
800
+ const members = collider.membership;
801
+ let memberMask = 0;
802
+ if (members == undefined) {
803
+ memberMask = 0xffff;
804
+ }
805
+ else {
806
+ for (let i = 0; i < members.length; i++) {
807
+ const member = members[i];
808
+ if (member > 31)
809
+ console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
810
+ else
811
+ memberMask |= 1 << Math.floor(member);
812
+ }
813
+ }
814
+ const mask = collider.filter;
815
+ let filterMask = 0;
816
+ if (mask == undefined) {
817
+ filterMask = 0xffff;
818
+ }
819
+ else {
820
+ for (let i = 0; i < mask.length; i++) {
821
+ const member = mask[i];
822
+ if (member > 31)
823
+ console.error(`Rapier only supports 32 layers, layer ${member} is not supported`);
824
+ else
825
+ filterMask |= 1 << Math.floor(member);
826
+ }
827
+ }
828
+ body.setCollisionGroups((memberMask << 16) | filterMask);
829
+ }
830
+ getRigidbody(collider, _matrix) {
831
+ if (!this.world)
832
+ throw new Error("Physics world not initialized");
833
+ let rigidBody = null;
834
+ if (collider.attachedRigidbody) {
835
+ const rb = collider.attachedRigidbody;
836
+ rigidBody = rb[$bodyKey];
837
+ if (!rigidBody) {
838
+ const kinematic = rb.isKinematic && !debugColliderPlacement;
839
+ if (debugPhysics)
840
+ console.log("Create rigidbody", kinematic);
841
+ const rigidBodyDesc = (kinematic ? MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased() : MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.dynamic());
842
+ const pos = getWorldPosition(collider.attachedRigidbody.gameObject);
843
+ rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
844
+ rigidBodyDesc.setRotation(getWorldQuaternion(collider.attachedRigidbody.gameObject));
845
+ rigidBodyDesc.centerOfMass = new MODULES.RAPIER_PHYSICS.MODULE.Vector3(rb.centerOfMass.x, rb.centerOfMass.y, rb.centerOfMass.z);
846
+ rigidBody = this.world.createRigidBody(rigidBodyDesc);
847
+ this.bodies.push(rigidBody);
848
+ this.objects.push(rb);
849
+ }
850
+ rigidBody[$componentKey] = rb;
851
+ rb[$bodyKey] = rigidBody;
852
+ this.internalUpdateRigidbodyProperties(rb, rigidBody);
853
+ this.getRigidbodyRelativeMatrix(collider.gameObject, rb.gameObject, _matrix);
854
+ collider[$colliderRigidbody] = rigidBody;
855
+ }
856
+ else {
857
+ const rigidBodyDesc = MODULES.RAPIER_PHYSICS.MODULE.RigidBodyDesc.kinematicPositionBased();
858
+ const pos = getWorldPosition(collider.gameObject);
859
+ rigidBodyDesc.setTranslation(pos.x, pos.y, pos.z);
860
+ rigidBodyDesc.setRotation(getWorldQuaternion(collider.gameObject));
861
+ rigidBody = this.world.createRigidBody(rigidBodyDesc);
862
+ _matrix.identity();
863
+ rigidBody[$componentKey] = null;
864
+ }
865
+ return rigidBody;
866
+ }
867
+ internal_getRigidbody(rb) {
868
+ if (rb.isCollider === true)
869
+ return rb[$colliderRigidbody];
870
+ return rb[$bodyKey];
871
+ }
872
+ internalUpdateColliderProperties(col, collider) {
873
+ const shape = collider.shape;
874
+ let sizeHasChanged = false;
875
+ switch (shape.type) {
876
+ // Sphere Collider
877
+ case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Ball:
878
+ {
879
+ const ball = shape;
880
+ const sc = col;
881
+ const obj = col.gameObject;
882
+ const scale = getWorldScale(obj, this._tempPosition);
883
+ const radius = Math.abs(sc.radius * scale.x);
884
+ sizeHasChanged = ball.radius !== radius;
885
+ ball.radius = radius;
886
+ if (sizeHasChanged) {
887
+ collider.setShape(ball);
888
+ }
889
+ break;
890
+ }
891
+ case MODULES.RAPIER_PHYSICS.MODULE.ShapeType.Cuboid:
892
+ const cuboid = shape;
893
+ const sc = col;
894
+ const obj = col.gameObject;
895
+ const scale = getWorldScale(obj, this._tempPosition);
896
+ const newX = Math.abs(sc.size.x * 0.5 * scale.x);
897
+ const newY = Math.abs(sc.size.y * 0.5 * scale.y);
898
+ const newZ = Math.abs(sc.size.z * 0.5 * scale.z);
899
+ sizeHasChanged = cuboid.halfExtents.x !== newX || cuboid.halfExtents.y !== newY || cuboid.halfExtents.z !== newZ;
900
+ cuboid.halfExtents.x = newX;
901
+ cuboid.halfExtents.y = newY;
902
+ cuboid.halfExtents.z = newZ;
903
+ if (sizeHasChanged) {
904
+ collider.setShape(cuboid);
905
+ }
906
+ break;
907
+ }
908
+ if (sizeHasChanged) {
909
+ const rb = col.attachedRigidbody;
910
+ if (rb?.autoMass) {
911
+ const ph = this.getBody(rb);
912
+ ph?.recomputeMassPropertiesFromColliders();
913
+ }
914
+ }
915
+ this.updateColliderCollisionGroups(col);
916
+ if (col.isTrigger !== collider.isSensor())
917
+ collider.setSensor(col.isTrigger);
918
+ }
919
+ internalUpdateRigidbodyProperties(rb, rigidbody) {
920
+ // continuous collision detection
921
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection
922
+ rigidbody.enableCcd(rb.collisionDetectionMode !== CollisionDetectionMode.Discrete);
923
+ rigidbody.setLinearDamping(rb.drag);
924
+ rigidbody.setAngularDamping(rb.angularDrag);
925
+ rigidbody.setGravityScale(rb.useGravity ? rb.gravityScale : 0, true);
926
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
927
+ if (rb.dominanceGroup <= 127 && rb.dominanceGroup >= -127)
928
+ rigidbody.setDominanceGroup(Math.floor(rb.dominanceGroup));
929
+ else
930
+ rigidbody.setDominanceGroup(0);
931
+ if (rb.autoMass) {
932
+ rigidbody.setAdditionalMass(0, false);
933
+ for (let i = 0; i < rigidbody.numColliders(); i++) {
934
+ const col = rigidbody.collider(i);
935
+ col.setDensity(1);
936
+ }
937
+ rigidbody.recomputeMassPropertiesFromColliders();
938
+ }
939
+ else {
940
+ rigidbody.setAdditionalMass(rb.mass, false);
941
+ for (let i = 0; i < rigidbody.numColliders(); i++) {
942
+ const col = rigidbody.collider(i);
943
+ col.setDensity(0.0000001);
944
+ }
945
+ rigidbody.recomputeMassPropertiesFromColliders();
946
+ }
947
+ // https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
948
+ // rigidbody.setAdditionalMass(rb.mass, true);
949
+ // for (let i = 0; i < rigidbody.numColliders(); i++) {
950
+ // const collider = rigidbody.collider(i);
951
+ // if (collider) {
952
+ // collider.setMass(rb.mass);
953
+ // // const density = rb.mass / collider.shape.computeMassProperties().mass;
954
+ // }
955
+ // }
956
+ // lock rotations
957
+ rigidbody.setEnabledRotations(!rb.lockRotationX, !rb.lockRotationY, !rb.lockRotationZ, false);
958
+ rigidbody.setEnabledTranslations(!rb.lockPositionX, !rb.lockPositionY, !rb.lockPositionZ, false);
959
+ if (rb.isKinematic) {
960
+ rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased, false);
961
+ }
962
+ else {
963
+ rigidbody.setBodyType(MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Dynamic, false);
964
+ }
965
+ }
966
+ // private _lastStepTime: number | undefined = 0;
967
+ lines;
968
+ step(dt) {
969
+ if (!this.world)
970
+ return;
971
+ if (!this.enabled)
972
+ return;
973
+ this._isUpdatingPhysicsWorld = true;
974
+ if (!this.eventQueue) {
975
+ this.eventQueue = new MODULES.RAPIER_PHYSICS.MODULE.EventQueue(false);
976
+ }
977
+ if (dt === undefined || dt <= 0) {
978
+ this._isUpdatingPhysicsWorld = false;
979
+ return;
980
+ }
981
+ else if (dt !== undefined) {
982
+ // if we make to sudden changes to the timestep the physics can get unstable
983
+ // https://rapier.rs/docs/user_guides/javascript/integration_parameters/#dt
984
+ this.world.timestep = Mathf.lerp(this.world.timestep, dt, 0.8);
985
+ }
986
+ try {
987
+ this.world.step(this.eventQueue);
988
+ }
989
+ catch (e) {
990
+ console.warn("Error running physics step", e);
991
+ }
992
+ this._isUpdatingPhysicsWorld = false;
993
+ }
994
+ postStep() {
995
+ if (!this.world)
996
+ return;
997
+ if (!this.enabled)
998
+ return;
999
+ this._isUpdatingPhysicsWorld = true;
1000
+ this.syncObjects();
1001
+ this._isUpdatingPhysicsWorld = false;
1002
+ if (this.eventQueue && !this.collisionHandler) {
1003
+ this.collisionHandler = new PhysicsCollisionHandler(this.world, this.eventQueue);
1004
+ }
1005
+ if (this.collisionHandler) {
1006
+ this.collisionHandler.handleCollisionEvents();
1007
+ this.collisionHandler.update();
1008
+ }
1009
+ this.updateDebugRendering(this.world);
1010
+ }
1011
+ updateDebugRendering(world) {
1012
+ if (debugPhysics || debugColliderPlacement || showColliders || this.debugRenderColliders === true) {
1013
+ if (!this.lines) {
1014
+ const material = new LineBasicMaterial({
1015
+ color: 0x77dd77,
1016
+ fog: false,
1017
+ // vertexColors: VertexColors
1018
+ });
1019
+ const geometry = new BufferGeometry();
1020
+ this.lines = new LineSegments(geometry, material);
1021
+ this.lines.layers.disableAll();
1022
+ this.lines.layers.enable(2);
1023
+ }
1024
+ if (this.lines.parent !== this.context?.scene)
1025
+ this.context?.scene.add(this.lines);
1026
+ const buffers = world.debugRender();
1027
+ this.lines.geometry.setAttribute('position', new BufferAttribute(buffers.vertices, 3));
1028
+ this.lines.geometry.setAttribute('color', new BufferAttribute(buffers.colors, 4));
1029
+ // If a scene has no colliders at all at the start of the scene
1030
+ // the bounding sphere radius will be 0 and the lines will not be rendered
1031
+ // so we need to update the bounding sphere (perhaps it's enough to do this once...)
1032
+ if (this.context.time.frame % 30 === 0 || this.lines.geometry.boundingSphere?.radius === 0) {
1033
+ this.lines.geometry.computeBoundingSphere();
1034
+ }
1035
+ }
1036
+ else {
1037
+ if (this.lines) {
1038
+ this.context?.scene.remove(this.lines);
1039
+ }
1040
+ }
1041
+ }
1042
+ /** sync rendered objects with physics world (except for colliders without rigidbody) */
1043
+ syncObjects() {
1044
+ if (debugColliderPlacement)
1045
+ return;
1046
+ for (let i = 0; i < this.bodies.length; i++) {
1047
+ const obj = this.objects[i];
1048
+ const body = this.bodies[i];
1049
+ // if the collider is not attached to a rigidbody
1050
+ // it means that its kinematic so we need to update its position
1051
+ const col = obj;
1052
+ if (col?.isCollider === true && !col.attachedRigidbody) {
1053
+ const rigidbody = body.parent();
1054
+ if (rigidbody)
1055
+ this.syncPhysicsBody(obj.gameObject, rigidbody, true, true);
1056
+ else
1057
+ this.syncPhysicsBody(obj.gameObject, body, true, true);
1058
+ continue;
1059
+ }
1060
+ // sync
1061
+ const pos = body.translation();
1062
+ const rot = body.rotation();
1063
+ if (Number.isNaN(pos.x) || Number.isNaN(rot.x)) {
1064
+ if (!col["__COLLIDER_NAN"] && isDevEnvironment()) {
1065
+ console.warn("Collider has NaN values", col.name, col.gameObject, body);
1066
+ col["__COLLIDER_NAN"] = true;
1067
+ }
1068
+ continue;
1069
+ }
1070
+ // make sure to keep the collider offset
1071
+ const center = obj["center"];
1072
+ if (center && center.isVector3) {
1073
+ this._tempQuaternion.set(rot.x, rot.y, rot.z, rot.w);
1074
+ const offset = this._tempPosition.copy(center).applyQuaternion(this._tempQuaternion);
1075
+ const scale = getWorldScale(obj.gameObject);
1076
+ offset.multiply(scale);
1077
+ pos.x -= offset.x;
1078
+ pos.y -= offset.y;
1079
+ pos.z -= offset.z;
1080
+ }
1081
+ setWorldPositionXYZ(obj.gameObject, pos.x, pos.y, pos.z);
1082
+ setWorldQuaternionXYZW(obj.gameObject, rot.x, rot.y, rot.z, rot.w);
1083
+ }
1084
+ }
1085
+ syncPhysicsBody(obj, body, translation, rotation) {
1086
+ // const bodyType = body.bodyType();
1087
+ // const previous = physicsBody.translation();
1088
+ // const vel = physicsBody.linvel();
1089
+ if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.RigidBody) {
1090
+ const worldPosition = getWorldPosition(obj, this._tempPosition);
1091
+ const worldQuaternion = getWorldQuaternion(obj, this._tempQuaternion);
1092
+ const type = body.bodyType();
1093
+ switch (type) {
1094
+ case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.Fixed:
1095
+ case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicPositionBased:
1096
+ case MODULES.RAPIER_PHYSICS.MODULE.RigidBodyType.KinematicVelocityBased:
1097
+ if (translation)
1098
+ body.setNextKinematicTranslation(worldPosition);
1099
+ if (rotation)
1100
+ body.setNextKinematicRotation(worldQuaternion);
1101
+ break;
1102
+ default:
1103
+ if (translation)
1104
+ body.setTranslation(worldPosition, false);
1105
+ if (rotation)
1106
+ body.setRotation(worldQuaternion, false);
1107
+ break;
1108
+ }
1109
+ }
1110
+ else if (body instanceof MODULES.RAPIER_PHYSICS.MODULE.Collider) {
1111
+ if (obj.matrixWorldNeedsUpdate) {
1112
+ obj.updateWorldMatrix(true, false);
1113
+ }
1114
+ obj.matrixWorld.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1115
+ const wp = this._tempPosition;
1116
+ const wq = this._tempQuaternion;
1117
+ // const wp = getWorldPosition(obj, this._tempPosition);
1118
+ // const wq = getWorldQuaternion(obj, this._tempQuaternion);
1119
+ const collider = body[$componentKey];
1120
+ this.tryApplyCenter(collider, wp);
1121
+ // we need to check if translation or rotation have changed, otherwise the physics engine will wakeup rigidbody that are in contact with this collider
1122
+ if (translation) {
1123
+ const ct = body.translation();
1124
+ if (ct.x !== wp.x || ct.y !== wp.y || ct.z !== wp.z)
1125
+ body.setTranslation(wp);
1126
+ }
1127
+ if (rotation) {
1128
+ const cr = body.rotation();
1129
+ if (cr.x !== wq.x || cr.y !== wq.y || cr.z !== wq.z || cr.w !== wq.w)
1130
+ body.setRotation(wq);
1131
+ }
1132
+ }
1133
+ // physicsBody.setBodyType(RAPIER.RigidBodyType.Fixed);
1134
+ // physicsBody.setLinvel(vel, false);
1135
+ // update velocity
1136
+ // const pos = physicsBody.translation();
1137
+ // pos.x -= previous.x;
1138
+ // pos.y -= previous.y;
1139
+ // pos.z -= previous.z;
1140
+ // // threhold
1141
+ // const t = 1;
1142
+ // const canUpdateVelocity = Math.abs(pos.x) < t && Math.abs(pos.y) < t && Math.abs(pos.z) < t;
1143
+ // if (canUpdateVelocity) {
1144
+ // const damping = 1 + this.context.time.deltaTime;
1145
+ // vel.x *= damping;
1146
+ // vel.y *= damping;
1147
+ // vel.z *= damping;
1148
+ // vel.x += pos.x;
1149
+ // vel.y += pos.y;
1150
+ // vel.z += pos.z;
1151
+ // console.log(vel);
1152
+ // physicsBody.setLinvel(vel, true);
1153
+ // }
1154
+ // else if(debugPhysics) console.warn("Movement exceeded threshold, not updating velocity", pos);
1155
+ // body.setBodyType(bodyType);
1156
+ }
1157
+ _tempCenterPos = new Vector3();
1158
+ _tempCenterVec = new Vector3();
1159
+ _tempCenterQuaternion = new Quaternion();
1160
+ tryApplyCenter(collider, targetVector) {
1161
+ const center = collider.center;
1162
+ if (center && collider.gameObject) {
1163
+ if (center.x !== 0 || center.y !== 0 || center.z !== 0) {
1164
+ // TODO: fix export of center in editor integrations so we dont have to flip here
1165
+ this._tempCenterPos.x = center.x;
1166
+ this._tempCenterPos.y = center.y;
1167
+ this._tempCenterPos.z = center.z;
1168
+ getWorldScale(collider.gameObject, this._tempCenterVec);
1169
+ this._tempCenterPos.multiply(this._tempCenterVec);
1170
+ if (!collider.attachedRigidbody) {
1171
+ getWorldQuaternion(collider.gameObject, this._tempCenterQuaternion);
1172
+ this._tempCenterPos.applyQuaternion(this._tempCenterQuaternion);
1173
+ }
1174
+ else {
1175
+ this._tempCenterPos.applyQuaternion(collider.gameObject.quaternion);
1176
+ }
1177
+ targetVector.x += this._tempCenterPos.x;
1178
+ targetVector.y += this._tempCenterPos.y;
1179
+ targetVector.z += this._tempCenterPos.z;
1180
+ }
1181
+ }
1182
+ }
1183
+ static _matricesBuffer = [];
1184
+ getRigidbodyRelativeMatrix(comp, rigidbody, mat, matrices) {
1185
+ // collect all matrices to the rigidbody and then build the rigidbody relative matrix
1186
+ if (matrices === undefined) {
1187
+ matrices = RapierPhysics._matricesBuffer;
1188
+ matrices.length = 0;
1189
+ }
1190
+ if (comp === rigidbody) {
1191
+ const scale = getWorldScale(comp, this._tempPosition);
1192
+ mat.makeScale(scale.x, scale.y, scale.z);
1193
+ for (let i = matrices.length - 1; i >= 0; i--) {
1194
+ mat.multiply(matrices[i]);
1195
+ }
1196
+ return mat;
1197
+ }
1198
+ matrices.push(comp.matrix);
1199
+ if (comp.parent) {
1200
+ this.getRigidbodyRelativeMatrix(comp.parent, rigidbody, mat, matrices);
1201
+ }
1202
+ return mat;
1203
+ }
1204
+ static centerConnectionPos = { x: 0, y: 0, z: 0 };
1205
+ static centerConnectionRot = { x: 0, y: 0, z: 0, w: 1 };
1206
+ addFixedJoint(body1, body2) {
1207
+ if (!this.world) {
1208
+ console.error("Physics world not initialized");
1209
+ return;
1210
+ }
1211
+ const b1 = body1[$bodyKey];
1212
+ const b2 = body2[$bodyKey];
1213
+ this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1214
+ this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1215
+ const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.fixed(RapierPhysics.centerConnectionPos, RapierPhysics.centerConnectionRot, this._tempPosition, this._tempQuaternion);
1216
+ const joint = this.world.createImpulseJoint(params, b1, b2, true);
1217
+ if (debugPhysics)
1218
+ console.log("ADD FIXED JOINT", joint);
1219
+ }
1220
+ /** The joint prevents any relative movement between two rigid-bodies, except for relative rotations along one axis. This is typically used to simulate wheels, fans, etc. They are characterized by one local anchor as well as one local axis on each rigid-body. */
1221
+ addHingeJoint(body1, body2, anchor, axis) {
1222
+ if (!this.world) {
1223
+ console.error("Physics world not initialized");
1224
+ return;
1225
+ }
1226
+ const b1 = body1[$bodyKey];
1227
+ const b2 = body2[$bodyKey];
1228
+ this.calculateJointRelativeMatrices(body1.gameObject, body2.gameObject, this._tempMatrix);
1229
+ this._tempMatrix.decompose(this._tempPosition, this._tempQuaternion, this._tempScale);
1230
+ const params = MODULES.RAPIER_PHYSICS.MODULE.JointData.revolute(anchor, this._tempPosition, axis);
1231
+ const joint = this.world.createImpulseJoint(params, b1, b2, true);
1232
+ if (debugPhysics)
1233
+ console.log("ADD HINGE JOINT", joint);
1234
+ }
1235
+ calculateJointRelativeMatrices(body1, body2, mat) {
1236
+ body1.updateWorldMatrix(true, false);
1237
+ body2.updateWorldMatrix(true, false);
1238
+ const world1 = body1.matrixWorld;
1239
+ const world2 = body2.matrixWorld;
1240
+ // set scale to 1
1241
+ world1.elements[0] = 1;
1242
+ world1.elements[5] = 1;
1243
+ world1.elements[10] = 1;
1244
+ world2.elements[0] = 1;
1245
+ world2.elements[5] = 1;
1246
+ world2.elements[10] = 1;
1247
+ mat.copy(world2).premultiply(world1.invert()).invert();
1248
+ }
1249
+ }
1250
+ /** responsible of processing collision events for the component system */
1251
+ class PhysicsCollisionHandler {
1252
+ world;
1253
+ eventQueue;
1254
+ constructor(world, eventQueue) {
1255
+ this.world = world;
1256
+ this.eventQueue = eventQueue;
1257
+ }
1258
+ activeCollisions = [];
1259
+ activeCollisionsStay = [];
1260
+ activeTriggers = [];
1261
+ handleCollisionEvents() {
1262
+ if (!this.eventQueue)
1263
+ return;
1264
+ if (!this.world)
1265
+ return;
1266
+ this.eventQueue.drainCollisionEvents((handle1, handle2, started) => {
1267
+ const col1 = this.world.getCollider(handle1);
1268
+ const col2 = this.world.getCollider(handle2);
1269
+ if (!col1 || !col2)
1270
+ return;
1271
+ const colliderComponent1 = col1[$componentKey];
1272
+ const colliderComponent2 = col2[$componentKey];
1273
+ if (debugCollisions)
1274
+ console.log("EVT", colliderComponent1.name, colliderComponent2.name, started, col1, col2);
1275
+ if (colliderComponent1 && colliderComponent2) {
1276
+ if (started) {
1277
+ this.onCollisionStarted(colliderComponent1, col1, colliderComponent2, col2);
1278
+ this.onCollisionStarted(colliderComponent2, col2, colliderComponent1, col1);
1279
+ }
1280
+ else {
1281
+ this.onCollisionEnded(colliderComponent1, colliderComponent2);
1282
+ this.onCollisionEnded(colliderComponent2, colliderComponent1);
1283
+ }
1284
+ }
1285
+ });
1286
+ }
1287
+ update() {
1288
+ this.onHandleCollisionStay();
1289
+ }
1290
+ onCollisionStarted(self, selfBody, other, otherBody) {
1291
+ let collision = null;
1292
+ // if one is a trigger we dont get collisions but want to raise the trigger events
1293
+ if (self.isTrigger || other.isTrigger) {
1294
+ foreachComponent(self.gameObject, (c) => {
1295
+ if (c.onTriggerEnter && !c.destroyed) {
1296
+ c.onTriggerEnter(other);
1297
+ }
1298
+ this.activeTriggers.push({ collider: self, component: c, otherCollider: other });
1299
+ });
1300
+ }
1301
+ else {
1302
+ const object = self.gameObject;
1303
+ // TODO: we dont respect the flip value here!
1304
+ this.world.contactPair(selfBody, otherBody, (manifold, _flipped) => {
1305
+ foreachComponent(object, (c) => {
1306
+ if (c.destroyed)
1307
+ return;
1308
+ const hasDeclaredEventMethod = c.onCollisionEnter || c.onCollisionStay || c.onCollisionExit;
1309
+ if (hasDeclaredEventMethod || debugCollisions) {
1310
+ if (!collision) {
1311
+ const contacts = [];
1312
+ const normal = manifold.normal();
1313
+ // invert the normal for convex MeshColliders, NE-2680
1314
+ if (other instanceof MeshCollider && other.convex) {
1315
+ normal.x = -normal.x;
1316
+ normal.y = -normal.y;
1317
+ normal.z = -normal.z;
1318
+ }
1319
+ for (let i = 0; i < manifold.numSolverContacts(); i++) {
1320
+ // solver points are in world space
1321
+ // https://rapier.rs/docs/user_guides/javascript/advanced_collision_detection_js#the-contact-graph
1322
+ const pt = manifold.solverContactPoint(i);
1323
+ const impulse = manifold.contactImpulse(i);
1324
+ if (pt) {
1325
+ const dist = manifold.contactDist(i);
1326
+ const friction = manifold.solverContactFriction(i);
1327
+ const tangentVelocity = manifold.solverContactTangentVelocity(i);
1328
+ const contact = new ContactPoint(pt, dist, normal, impulse, friction, tangentVelocity);
1329
+ contacts.push(contact);
1330
+ if (debugCollisions) {
1331
+ Gizmos.DrawDirection(pt, normal, 0xff0000, 3, true);
1332
+ }
1333
+ }
1334
+ }
1335
+ collision = new Collision(object, other, contacts);
1336
+ }
1337
+ // we only need to keep track if any event exists
1338
+ if (hasDeclaredEventMethod) {
1339
+ const info = { collider: self, component: c, collision };
1340
+ this.activeCollisions.push(info);
1341
+ if (c.onCollisionStay) {
1342
+ this.activeCollisionsStay.push(info);
1343
+ }
1344
+ c.onCollisionEnter?.call(c, collision);
1345
+ }
1346
+ }
1347
+ });
1348
+ });
1349
+ }
1350
+ }
1351
+ onHandleCollisionStay() {
1352
+ for (const active of this.activeCollisionsStay) {
1353
+ const c = active.component;
1354
+ if (c.destroyed)
1355
+ continue;
1356
+ if (c.activeAndEnabled && c.onCollisionStay) {
1357
+ if (active.collision.collider.destroyed)
1358
+ continue;
1359
+ const arg = active.collision;
1360
+ c.onCollisionStay(arg);
1361
+ }
1362
+ }
1363
+ for (const active of this.activeTriggers) {
1364
+ const c = active.component;
1365
+ if (c.destroyed)
1366
+ continue;
1367
+ if (c.activeAndEnabled && c.onTriggerStay) {
1368
+ const arg = active.otherCollider;
1369
+ if (arg.destroyed)
1370
+ continue;
1371
+ c.onTriggerStay(arg);
1372
+ }
1373
+ }
1374
+ }
1375
+ onCollisionEnded(self, other) {
1376
+ if (self.destroyed || other.destroyed)
1377
+ return;
1378
+ for (let i = 0; i < this.activeCollisions.length; i++) {
1379
+ const active = this.activeCollisions[i];
1380
+ const collider = active.collider;
1381
+ if (collider.destroyed || active.collision.collider.destroyed) {
1382
+ this.activeCollisions.splice(i, 1);
1383
+ i--;
1384
+ continue;
1385
+ }
1386
+ if (collider === self && active.collision.collider === other) {
1387
+ const c = active.component;
1388
+ this.activeCollisions.splice(i, 1);
1389
+ i--;
1390
+ if (c.activeAndEnabled && c.onCollisionExit) {
1391
+ const collision = active.collision;
1392
+ c.onCollisionExit(collision);
1393
+ }
1394
+ }
1395
+ }
1396
+ for (let i = 0; i < this.activeCollisionsStay.length; i++) {
1397
+ const active = this.activeCollisionsStay[i];
1398
+ const collider = active.collider;
1399
+ if (collider.destroyed || active.collision.collider.destroyed) {
1400
+ this.activeCollisionsStay.splice(i, 1);
1401
+ i--;
1402
+ continue;
1403
+ }
1404
+ if (collider === self && active.collision.collider === other) {
1405
+ const c = active.component;
1406
+ this.activeCollisionsStay.splice(i, 1);
1407
+ i--;
1408
+ if (c.activeAndEnabled && c.onCollisionExit) {
1409
+ const collision = active.collision;
1410
+ c.onCollisionExit(collision);
1411
+ }
1412
+ }
1413
+ }
1414
+ for (let i = 0; i < this.activeTriggers.length; i++) {
1415
+ const active = this.activeTriggers[i];
1416
+ const collider = active.collider;
1417
+ if (collider.destroyed || active.otherCollider.destroyed) {
1418
+ this.activeTriggers.splice(i, 1);
1419
+ i--;
1420
+ continue;
1421
+ }
1422
+ if (collider === self && active.otherCollider === other) {
1423
+ const c = active.component;
1424
+ this.activeTriggers.splice(i, 1);
1425
+ i--;
1426
+ if (c.activeAndEnabled && c.onTriggerExit) {
1427
+ const collision = active.otherCollider;
1428
+ c.onTriggerExit(collision);
1429
+ }
1430
+ }
1431
+ }
1432
+ }
1433
+ }
1434
1434
  //# sourceMappingURL=engine_physics_rapier.js.map