@needle-tools/engine 4.4.1 → 4.4.3-beta

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 (1046) hide show
  1. package/CHANGELOG.md +3678 -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 +364 -237
  6. package/dist/needle-engine.bundle.light.js +364 -237
  7. package/dist/needle-engine.bundle.light.min.js +6 -6
  8. package/dist/needle-engine.bundle.light.umd.cjs +6 -6
  9. package/dist/needle-engine.bundle.min.js +6 -6
  10. package/dist/needle-engine.bundle.umd.cjs +56 -56
  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 +362 -352
  97. package/lib/engine/engine_input.js +1294 -1265
  98. package/lib/engine/engine_input.js.map +1 -1
  99. package/lib/engine/engine_input_utils.d.ts +2 -2
  100. package/lib/engine/engine_input_utils.js +22 -22
  101. package/lib/engine/engine_instancing.d.ts +19 -19
  102. package/lib/engine/engine_instancing.js +39 -39
  103. package/lib/engine/engine_license.d.ts +11 -11
  104. package/lib/engine/engine_license.js +361 -361
  105. package/lib/engine/engine_license.js.map +1 -1
  106. package/lib/engine/engine_lifecycle_api.d.ts +76 -76
  107. package/lib/engine/engine_lifecycle_api.js +99 -99
  108. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  109. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  110. package/lib/engine/engine_lightdata.d.ts +23 -23
  111. package/lib/engine/engine_lightdata.js +91 -91
  112. package/lib/engine/engine_loaders.d.ts +13 -13
  113. package/lib/engine/engine_loaders.js +62 -62
  114. package/lib/engine/engine_lods.d.ts +31 -31
  115. package/lib/engine/engine_lods.js +146 -146
  116. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  117. package/lib/engine/engine_mainloop_utils.js +466 -466
  118. package/lib/engine/engine_math.d.ts +114 -114
  119. package/lib/engine/engine_math.js +247 -247
  120. package/lib/engine/engine_modules.d.ts +36 -36
  121. package/lib/engine/engine_modules.js +85 -85
  122. package/lib/engine/engine_networking.d.ts +252 -252
  123. package/lib/engine/engine_networking.js +743 -743
  124. package/lib/engine/engine_networking_auto.d.ts +24 -24
  125. package/lib/engine/engine_networking_auto.js +310 -310
  126. package/lib/engine/engine_networking_blob.d.ts +48 -48
  127. package/lib/engine/engine_networking_blob.js +228 -228
  128. package/lib/engine/engine_networking_files.d.ts +35 -35
  129. package/lib/engine/engine_networking_files.js +172 -172
  130. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  131. package/lib/engine/engine_networking_files_default_components.js +42 -42
  132. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  133. package/lib/engine/engine_networking_instantiate.js +345 -345
  134. package/lib/engine/engine_networking_peer.d.ts +15 -15
  135. package/lib/engine/engine_networking_peer.js +132 -132
  136. package/lib/engine/engine_networking_streams.d.ts +123 -123
  137. package/lib/engine/engine_networking_streams.js +645 -645
  138. package/lib/engine/engine_networking_types.d.ts +22 -22
  139. package/lib/engine/engine_networking_types.js +7 -7
  140. package/lib/engine/engine_networking_utils.d.ts +2 -2
  141. package/lib/engine/engine_networking_utils.js +20 -20
  142. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  143. package/lib/engine/engine_networking_websocket.js +2 -2
  144. package/lib/engine/engine_patcher.d.ts +10 -10
  145. package/lib/engine/engine_patcher.js +142 -142
  146. package/lib/engine/engine_physics.d.ts +152 -152
  147. package/lib/engine/engine_physics.js +645 -645
  148. package/lib/engine/engine_physics.types.d.ts +40 -40
  149. package/lib/engine/engine_physics.types.js +33 -33
  150. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  151. package/lib/engine/engine_physics_rapier.js +1433 -1433
  152. package/lib/engine/engine_playerview.d.ts +26 -26
  153. package/lib/engine/engine_playerview.js +64 -64
  154. package/lib/engine/engine_scenelighting.d.ts +71 -71
  155. package/lib/engine/engine_scenelighting.js +226 -226
  156. package/lib/engine/engine_scenetools.d.ts +50 -50
  157. package/lib/engine/engine_scenetools.js +321 -321
  158. package/lib/engine/engine_serialization.d.ts +3 -3
  159. package/lib/engine/engine_serialization.js +3 -3
  160. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  161. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  162. package/lib/engine/engine_serialization_core.d.ts +85 -85
  163. package/lib/engine/engine_serialization_core.js +606 -606
  164. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  165. package/lib/engine/engine_serialization_decorator.js +66 -66
  166. package/lib/engine/engine_setup.d.ts +1 -1
  167. package/lib/engine/engine_setup.js +2 -2
  168. package/lib/engine/engine_shaders.d.ts +53 -53
  169. package/lib/engine/engine_shaders.js +252 -252
  170. package/lib/engine/engine_shims.d.ts +4 -4
  171. package/lib/engine/engine_shims.js +24 -24
  172. package/lib/engine/engine_test_utils.d.ts +39 -39
  173. package/lib/engine/engine_test_utils.js +83 -83
  174. package/lib/engine/engine_texture.d.ts +28 -28
  175. package/lib/engine/engine_texture.js +64 -64
  176. package/lib/engine/engine_three_utils.d.ts +201 -201
  177. package/lib/engine/engine_three_utils.js +731 -731
  178. package/lib/engine/engine_time.d.ts +51 -51
  179. package/lib/engine/engine_time.js +82 -82
  180. package/lib/engine/engine_time_utils.d.ts +88 -88
  181. package/lib/engine/engine_time_utils.js +215 -215
  182. package/lib/engine/engine_tonemapping.d.ts +2 -2
  183. package/lib/engine/engine_tonemapping.js +194 -194
  184. package/lib/engine/engine_types.d.ts +572 -572
  185. package/lib/engine/engine_types.js +88 -88
  186. package/lib/engine/engine_typestore.d.ts +28 -28
  187. package/lib/engine/engine_typestore.js +55 -55
  188. package/lib/engine/engine_util_decorator.d.ts +13 -13
  189. package/lib/engine/engine_util_decorator.js +116 -116
  190. package/lib/engine/engine_utils.d.ts +266 -266
  191. package/lib/engine/engine_utils.js +878 -878
  192. package/lib/engine/engine_utils_format.d.ts +21 -21
  193. package/lib/engine/engine_utils_format.js +193 -193
  194. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  195. package/lib/engine/engine_utils_screenshot.js +513 -513
  196. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  197. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  198. package/lib/engine/engine_xr.d.ts +1 -1
  199. package/lib/engine/engine_xr.js +1 -1
  200. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  201. package/lib/engine/export/gltf/Writers.js +24 -24
  202. package/lib/engine/export/gltf/index.d.ts +11 -11
  203. package/lib/engine/export/gltf/index.js +123 -123
  204. package/lib/engine/export/index.d.ts +2 -2
  205. package/lib/engine/export/index.js +2 -2
  206. package/lib/engine/export/state.d.ts +7 -7
  207. package/lib/engine/export/state.js +17 -17
  208. package/lib/engine/export/utils.d.ts +2 -2
  209. package/lib/engine/export/utils.js +7 -7
  210. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  211. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  212. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  213. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  214. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  215. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  216. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  217. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  218. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  219. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  220. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  221. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  222. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  223. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  224. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  225. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  226. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  227. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  228. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  229. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  230. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  231. package/lib/engine/extensions/extension_resolver.js +1 -1
  232. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  233. package/lib/engine/extensions/extension_utils.js +152 -152
  234. package/lib/engine/extensions/extensions.d.ts +31 -31
  235. package/lib/engine/extensions/extensions.js +103 -103
  236. package/lib/engine/extensions/index.d.ts +6 -6
  237. package/lib/engine/extensions/index.js +6 -6
  238. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  239. package/lib/engine/extensions/usage_tracker.js +65 -65
  240. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  241. package/lib/engine/js-extensions/Camera.js +39 -39
  242. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  243. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  244. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  245. package/lib/engine/js-extensions/Layers.js +22 -22
  246. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  247. package/lib/engine/js-extensions/Object3D.js +136 -136
  248. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  249. package/lib/engine/js-extensions/RGBAColor.js +111 -110
  250. package/lib/engine/js-extensions/RGBAColor.js.map +1 -1
  251. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  252. package/lib/engine/js-extensions/Vector.js +13 -13
  253. package/lib/engine/js-extensions/index.d.ts +5 -5
  254. package/lib/engine/js-extensions/index.js +5 -5
  255. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  256. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +76 -76
  257. package/lib/engine/shaders/shaderData.d.ts +55 -55
  258. package/lib/engine/shaders/shaderData.js +58 -58
  259. package/lib/engine/tests/test_utils.d.ts +2 -2
  260. package/lib/engine/tests/test_utils.js +53 -53
  261. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  262. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  263. package/lib/engine/webcomponents/api.d.ts +5 -5
  264. package/lib/engine/webcomponents/api.js +4 -4
  265. package/lib/engine/webcomponents/buttons.d.ts +39 -39
  266. package/lib/engine/webcomponents/buttons.js +237 -237
  267. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  268. package/lib/engine/webcomponents/fonts.js +32 -32
  269. package/lib/engine/webcomponents/icons.d.ts +9 -9
  270. package/lib/engine/webcomponents/icons.js +52 -52
  271. package/lib/engine/webcomponents/index.d.ts +1 -1
  272. package/lib/engine/webcomponents/index.js +1 -1
  273. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  274. package/lib/engine/webcomponents/logo-element.js +67 -67
  275. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  276. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  277. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  278. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  279. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  280. package/lib/engine/webcomponents/needle-button.js +161 -161
  281. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  282. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  283. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  284. package/lib/engine/xr/NeedleXRSession.js +1427 -1427
  285. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  286. package/lib/engine/xr/NeedleXRSync.js +188 -188
  287. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  288. package/lib/engine/xr/SceneTransition.js +69 -69
  289. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  290. package/lib/engine/xr/TempXRContext.js +187 -187
  291. package/lib/engine/xr/XRRig.d.ts +7 -7
  292. package/lib/engine/xr/XRRig.js +1 -1
  293. package/lib/engine/xr/api.d.ts +6 -6
  294. package/lib/engine/xr/api.js +6 -6
  295. package/lib/engine/xr/events.d.ts +66 -66
  296. package/lib/engine/xr/events.js +93 -93
  297. package/lib/engine/xr/internal.d.ts +12 -12
  298. package/lib/engine/xr/internal.js +25 -25
  299. package/lib/engine/xr/usdz.d.ts +12 -12
  300. package/lib/engine/xr/usdz.js +29 -29
  301. package/lib/engine/xr/utils.d.ts +11 -11
  302. package/lib/engine/xr/utils.js +34 -34
  303. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  304. package/lib/engine-components/AlignmentConstraint.js +39 -39
  305. package/lib/engine-components/Animation.d.ts +156 -156
  306. package/lib/engine-components/Animation.js +508 -508
  307. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  308. package/lib/engine-components/AnimationCurve.js +159 -159
  309. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  310. package/lib/engine-components/AnimationUtils.js +27 -27
  311. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  312. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  313. package/lib/engine-components/Animator.d.ts +217 -217
  314. package/lib/engine-components/Animator.js +354 -354
  315. package/lib/engine-components/AnimatorController.d.ts +227 -227
  316. package/lib/engine-components/AnimatorController.js +1152 -1152
  317. package/lib/engine-components/AudioListener.d.ts +33 -33
  318. package/lib/engine-components/AudioListener.js +86 -86
  319. package/lib/engine-components/AudioSource.d.ts +217 -217
  320. package/lib/engine-components/AudioSource.js +634 -634
  321. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  322. package/lib/engine-components/AvatarLoader.js +231 -231
  323. package/lib/engine-components/AxesHelper.d.ts +32 -32
  324. package/lib/engine-components/AxesHelper.js +67 -67
  325. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  326. package/lib/engine-components/BasicIKConstraint.js +43 -43
  327. package/lib/engine-components/BoxCollider.d.ts +2 -2
  328. package/lib/engine-components/BoxCollider.js +2 -2
  329. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  330. package/lib/engine-components/BoxHelperComponent.js +102 -102
  331. package/lib/engine-components/Camera.d.ts +231 -231
  332. package/lib/engine-components/Camera.js +700 -700
  333. package/lib/engine-components/CameraUtils.d.ts +1 -1
  334. package/lib/engine-components/CameraUtils.js +121 -121
  335. package/lib/engine-components/CharacterController.d.ts +55 -55
  336. package/lib/engine-components/CharacterController.js +236 -236
  337. package/lib/engine-components/Collider.d.ts +188 -188
  338. package/lib/engine-components/Collider.js +369 -369
  339. package/lib/engine-components/Component.d.ts +792 -792
  340. package/lib/engine-components/Component.js +915 -915
  341. package/lib/engine-components/ContactShadows.d.ts +82 -82
  342. package/lib/engine-components/ContactShadows.js +430 -430
  343. package/lib/engine-components/DeleteBox.d.ts +19 -19
  344. package/lib/engine-components/DeleteBox.js +58 -58
  345. package/lib/engine-components/DeviceFlag.d.ts +16 -16
  346. package/lib/engine-components/DeviceFlag.js +47 -47
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  1017. package/src/include/three/DragControls.js +231 -231
  1018. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1019. package/src/needle-engine.ts +70 -70
  1020. package/lib/engine/engine.d.ts +0 -4
  1021. package/lib/engine/engine.js +0 -12
  1022. package/lib/engine/engine.js.map +0 -1
  1023. package/lib/engine/engine_web_api.d.ts +0 -12
  1024. package/lib/engine/engine_web_api.js +0 -113
  1025. package/lib/engine/engine_web_api.js.map +0 -1
  1026. package/lib/engine-components/FlyControls.d.ts +0 -10
  1027. package/lib/engine-components/FlyControls.js +0 -29
  1028. package/lib/engine-components/FlyControls.js.map +0 -1
  1029. package/src/engine-schemes/dist/api.js +0 -17
  1030. package/src/engine-schemes/dist/api.js.meta +0 -7
  1031. package/src/engine-schemes/dist/schemes.js +0 -25
  1032. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1033. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1034. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1035. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1036. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1037. package/src/engine-schemes/dist/transform.js +0 -46
  1038. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1039. package/src/engine-schemes/dist/vec2.js +0 -32
  1040. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1041. package/src/engine-schemes/dist/vec3.js +0 -36
  1042. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1043. package/src/engine-schemes/dist/vec4.js +0 -40
  1044. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1045. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1046. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +0 -7
@@ -1,518 +1,518 @@
1
- var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
- var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
- if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
- else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
- return c > 3 && r && Object.defineProperty(target, key, r), r;
6
- };
7
- import { Matrix4, Quaternion, Vector3 } from "three";
8
- import { isDevEnvironment } from "../engine/debug/index.js";
9
- import { MODULES } from "../engine/engine_modules.js";
10
- import { CollisionDetectionMode, RigidbodyConstraints } from "../engine/engine_physics.types.js";
11
- import { serializable } from "../engine/engine_serialization_decorator.js";
12
- import { FrameEvent } from "../engine/engine_setup.js";
13
- import { validate } from "../engine/engine_util_decorator.js";
14
- import { delayForFrames, Watch } from "../engine/engine_utils.js";
15
- import { Behaviour } from "./Component.js";
16
- class TransformWatch {
17
- get isDirty() {
18
- return this.positionChanged || this.rotationChanged;
19
- }
20
- positionChanged = false;
21
- rotationChanged = false;
22
- position;
23
- quaternion;
24
- _positionKeys = ["x", "y", "z"];
25
- _quaternionKeys = ["_x", "_y", "_z", "_w"];
26
- reset(clearPreviousValues = false) {
27
- this.positionChanged = false;
28
- this.rotationChanged = false;
29
- this.mute = false;
30
- if (clearPreviousValues) {
31
- if (this.position)
32
- for (const key of this._positionKeys)
33
- delete this.position[key];
34
- if (this.quaternion)
35
- for (const key of this._quaternionKeys)
36
- delete this.quaternion[key];
37
- }
38
- }
39
- syncValues() {
40
- for (const key of this._positionKeys) {
41
- this.position[key] = this.obj.position[key];
42
- }
43
- for (const key of this._quaternionKeys) {
44
- this.quaternion[key] = this.obj.quaternion[key];
45
- }
46
- }
47
- mute = false;
48
- applyValues() {
49
- // only apply the values that actually changed
50
- // since we want to still control all the other values via physics
51
- if (this.positionChanged && this.position) {
52
- for (const key of this._positionKeys) {
53
- const val = this.position[key];
54
- if (val !== undefined)
55
- this.obj.position[key] = val;
56
- }
57
- }
58
- if (this.rotationChanged) {
59
- if (this.quaternion) {
60
- for (const key of this._quaternionKeys) {
61
- const val = this.quaternion[key];
62
- if (val !== undefined)
63
- this.obj.quaternion[key] = val;
64
- }
65
- }
66
- }
67
- }
68
- context;
69
- obj;
70
- _positionWatch;
71
- _rotationWatch;
72
- constructor(obj, context) {
73
- this.context = context;
74
- this.obj = obj;
75
- }
76
- start(position, rotation) {
77
- this.reset();
78
- if (position) {
79
- if (!this._positionWatch)
80
- this._positionWatch = new Watch(this.obj.position, ["x", "y", "z"]);
81
- this._positionWatch.apply();
82
- this.position = {};
83
- // this.position = this.obj.position.clone();
84
- this._positionWatch.subscribeWrite((val, prop) => {
85
- if (this.context.physics.engine?.isUpdating || this.mute)
86
- return;
87
- const prev = this.position[prop];
88
- if (Math.abs(prev - val) < .00001)
89
- return;
90
- this.position[prop] = val;
91
- this.positionChanged = true;
92
- });
93
- }
94
- if (rotation) {
95
- if (!this._rotationWatch)
96
- this._rotationWatch = new Watch(this.obj.quaternion, ["_x", "_y", "_z", "_w"]);
97
- this._rotationWatch.apply();
98
- this.quaternion = {};
99
- // this.quaternion = this.obj.quaternion.clone();
100
- this._rotationWatch.subscribeWrite((val, prop) => {
101
- if (this.context.physics.engine?.isUpdating || this.mute)
102
- return;
103
- const prev = this.quaternion[prop];
104
- if (Math.abs(prev - val) < .00001)
105
- return;
106
- this.quaternion[prop] = val;
107
- this.rotationChanged = true;
108
- });
109
- }
110
- // detect changes in the parent matrix
111
- const original = this.obj.matrixWorld.multiplyMatrices.bind(this.obj.matrixWorld);
112
- const lastParentMatrix = new Matrix4();
113
- this.obj.matrixWorld["multiplyMatrices"] = (parent, matrix) => {
114
- if (this.context.physics.engine?.isUpdating || this.mute)
115
- return original(parent, matrix);
116
- if (!lastParentMatrix.equals(parent)) {
117
- this.positionChanged = true;
118
- this.rotationChanged = true;
119
- lastParentMatrix.copy(parent);
120
- }
121
- return original(parent, matrix);
122
- ;
123
- };
124
- }
125
- stop() {
126
- this._positionWatch?.revoke();
127
- this._rotationWatch?.revoke();
128
- }
129
- }
130
- /**
131
- * A Rigidbody is used together with a Collider to create physical interactions between objects in the scene.
132
- * @category Physics
133
- * @group Components
134
- */
135
- export class Rigidbody extends Behaviour {
136
- get isRigidbody() { return true; }
137
- /** When true the mass will be automatically calculated by the attached colliders */
138
- autoMass = true;
139
- /** By default the mass will be automatically calculated (see `autoMass`) by the physics engine using the collider sizes
140
- * To set the mass manually you can either set the `mass` value or set `autoMass` to `false`
141
- */
142
- set mass(value) {
143
- if (value === this._mass)
144
- return;
145
- this._mass = value;
146
- this._propertiesChanged = true;
147
- // When setting the mass manually we disable autoMass
148
- if (this.__didAwake) {
149
- this.autoMass = false;
150
- }
151
- }
152
- get mass() {
153
- if (this.autoMass)
154
- return this.context.physics.engine?.getBody(this)?.mass() ?? -1;
155
- return this._mass;
156
- }
157
- _mass = 0;
158
- /**
159
- * Use gravity is a flag that can be set to false to disable gravity for a specific rigid-body.
160
- */
161
- useGravity = true;
162
- /**
163
- * The center of mass is the point around which the mass of the rigid-body is evenly distributed. It is used to compute the torque applied to the rigid-body when forces are applied to it.
164
- */
165
- centerOfMass = new Vector3(0, 0, 0);
166
- /**
167
- * Constraints are used to lock the position or rotation of an object in a specific axis.
168
- */
169
- constraints = RigidbodyConstraints.None;
170
- /**
171
- * IsKinematic is a flag that can be set to true to make a rigid-body kinematic. Kinematic rigid-bodies are not affected by forces and collisions. They are meant to be animated by the user.
172
- */
173
- isKinematic = false;
174
- /** Drag is a force that resists the motion of the rigid-body. It is applied to the center-of-mass of the rigid-body.
175
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
176
- drag = 0;
177
- /** Angular drag is a force that resists the rotation of the rigid-body. It is applied to the center-of-mass of the rigid-body.
178
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
179
- angularDrag = 1;
180
- /**
181
- * Detect collisions is a flag that can be set to false to disable collision detection for a specific rigid-body.
182
- */
183
- detectCollisions = true;
184
- /** The sleeping threshold is the minimum velocity below which a dynamic rigid-body will be put to sleep by the physics engine.
185
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
186
- sleepThreshold = 0.01;
187
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection */
188
- collisionDetectionMode = CollisionDetectionMode.Discrete;
189
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
190
- get lockPositionX() {
191
- return (this.constraints & RigidbodyConstraints.FreezePositionX) !== 0;
192
- }
193
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
194
- get lockPositionY() {
195
- return (this.constraints & RigidbodyConstraints.FreezePositionY) !== 0;
196
- }
197
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
198
- get lockPositionZ() {
199
- return (this.constraints & RigidbodyConstraints.FreezePositionZ) !== 0;
200
- }
201
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
202
- get lockRotationX() {
203
- return (this.constraints & RigidbodyConstraints.FreezeRotationX) !== 0;
204
- }
205
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
206
- get lockRotationY() {
207
- return (this.constraints & RigidbodyConstraints.FreezeRotationY) !== 0;
208
- }
209
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
210
- get lockRotationZ() {
211
- return (this.constraints & RigidbodyConstraints.FreezeRotationZ) !== 0;
212
- }
213
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
214
- set lockPositionX(v) {
215
- if (v)
216
- this.constraints |= RigidbodyConstraints.FreezePositionX;
217
- else
218
- this.constraints &= ~RigidbodyConstraints.FreezePositionX;
219
- }
220
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
221
- set lockPositionY(v) {
222
- if (v)
223
- this.constraints |= RigidbodyConstraints.FreezePositionY;
224
- else
225
- this.constraints &= ~RigidbodyConstraints.FreezePositionY;
226
- }
227
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
228
- set lockPositionZ(v) {
229
- if (v)
230
- this.constraints |= RigidbodyConstraints.FreezePositionZ;
231
- else
232
- this.constraints &= ~RigidbodyConstraints.FreezePositionZ;
233
- }
234
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
235
- set lockRotationX(v) {
236
- if (v)
237
- this.constraints |= RigidbodyConstraints.FreezeRotationX;
238
- else
239
- this.constraints &= ~RigidbodyConstraints.FreezeRotationX;
240
- }
241
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
242
- set lockRotationY(v) {
243
- if (v)
244
- this.constraints |= RigidbodyConstraints.FreezeRotationY;
245
- else
246
- this.constraints &= ~RigidbodyConstraints.FreezeRotationY;
247
- }
248
- /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
249
- set lockRotationZ(v) {
250
- if (v)
251
- this.constraints |= RigidbodyConstraints.FreezeRotationZ;
252
- else
253
- this.constraints &= ~RigidbodyConstraints.FreezeRotationZ;
254
- }
255
- /** Gravity is such a common force that it is implemented as a special case (even if it could easily be implemented by the user using force application). Note however that a change of gravity won't automatically wake-up the sleeping bodies so keep in mind that you may want to wake them up manually before a gravity change.
256
- *
257
- * It is possible to change the way gravity affects a specific rigid-body by setting the rigid-body's gravity scale to a value other than 1.0. The magnitude of the gravity applied to this body will be multiplied by this scaling factor. Therefore, a gravity scale set to 0.0 will disable gravity for the rigid-body whereas a gravity scale set to 2.0 will make it twice as strong. A negative value will flip the direction of the gravity for this rigid-body.
258
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#gravity
259
- */
260
- set gravityScale(val) {
261
- this._gravityScale = val;
262
- }
263
- get gravityScale() {
264
- return this._gravityScale;
265
- }
266
- _gravityScale = 1;
267
- /** Rigidbodies with higher dominance will be immune to forces originating from contacts with rigidbodies of lower dominance.
268
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
269
- */
270
- dominanceGroup = 0;
271
- static tempPosition = new Vector3();
272
- _propertiesChanged = false;
273
- _currentVelocity = new Vector3();
274
- _smoothedVelocity = new Vector3();
275
- _smoothedVelocityGetter = new Vector3();
276
- _lastPosition = new Vector3();
277
- _watch;
278
- awake() {
279
- this._watch = undefined;
280
- this._propertiesChanged = false;
281
- }
282
- onEnable() {
283
- if (!this._watch) {
284
- this._watch = new TransformWatch(this.gameObject, this.context);
285
- }
286
- this._watch.start(true, true);
287
- this.startCoroutine(this.beforePhysics(), FrameEvent.LateUpdate);
288
- if (isDevEnvironment()) {
289
- if (!globalThis["NEEDLE_USE_RAPIER"])
290
- console.warn(`Rigidbody could not be created: Rapier physics are explicitly disabled.`);
291
- else {
292
- MODULES.RAPIER_PHYSICS.ready().then(async () => {
293
- await delayForFrames(3);
294
- if (!this.context.physics.engine?.getBody(this))
295
- console.warn(`Rigidbody could not be created. Ensure \"${this.name}\" has a Collider component.`);
296
- });
297
- }
298
- }
299
- }
300
- onDisable() {
301
- this._watch?.stop();
302
- this.context.physics.engine?.removeBody(this);
303
- }
304
- onDestroy() {
305
- this.context.physics.engine?.removeBody(this);
306
- }
307
- onValidate() {
308
- this._propertiesChanged = true;
309
- }
310
- // need to do this right before updating physics to prevent rendered object glitching through physical bodies
311
- *beforePhysics() {
312
- while (true) {
313
- if (this._propertiesChanged) {
314
- this._propertiesChanged = false;
315
- this.context.physics.engine?.updateProperties(this);
316
- }
317
- if (this._watch?.isDirty) {
318
- this._watch.mute = true;
319
- this._watch.applyValues();
320
- this.context.physics.engine?.updateBody(this, this._watch.positionChanged, this._watch.rotationChanged);
321
- this._watch.reset();
322
- }
323
- else
324
- this._watch?.syncValues();
325
- this.captureVelocity();
326
- yield;
327
- }
328
- }
329
- /** Teleport the rigidbody to a new position in the world.
330
- * Will reset forces before setting the object world position
331
- * @param pt The new position to teleport the object to (world space)
332
- * @param localspace When true the object will be teleported in local space, otherwise in world space
333
- * */
334
- teleport(pt, localspace = true) {
335
- this._watch?.reset(true);
336
- if (localspace)
337
- this.gameObject.position.set(pt.x, pt.y, pt.z);
338
- else
339
- this.setWorldPosition(pt.x, pt.y, pt.z);
340
- this.resetForcesAndTorques();
341
- this.resetVelocities();
342
- }
343
- resetForces(wakeup = true) {
344
- this.context.physics.engine?.resetForces(this, wakeup);
345
- }
346
- resetTorques(wakeup = true) {
347
- this.context.physics.engine?.resetTorques(this, wakeup);
348
- }
349
- resetVelocities() {
350
- this.setVelocity(0, 0, 0);
351
- this.setAngularVelocity(0, 0, 0);
352
- }
353
- resetForcesAndTorques() {
354
- this.resetForces();
355
- this.resetTorques();
356
- }
357
- /** When a dynamic rigid-body doesn't move (or moves very slowly) during a few seconds, it will be marked as sleeping by the physics pipeline. Rigid-bodies marked as sleeping are no longer simulated by the physics engine until they are woken up. That way the physics engine doesn't waste any computational resources simulating objects that don't actually move. They are woken up automatically whenever another non-sleeping rigid-body starts interacting with them (either with a joint, or with one of its attached colliders generating contacts).
358
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
359
- wakeUp() {
360
- this.context.physics.engine?.wakeup(this);
361
- }
362
- get isSleeping() {
363
- return this.context.physics.engine?.isSleeping(this);
364
- }
365
- /** Call to force an update of the rigidbody properties in the physics engine */
366
- updateProperties() {
367
- this._propertiesChanged = false;
368
- return this.context.physics.engine?.updateProperties(this);
369
- }
370
- /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
371
- * the acceleration change is equal to the force divided by the mass:
372
- * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
373
- applyForce(vec, _rel, wakeup = true) {
374
- if (this._propertiesChanged)
375
- this.updateProperties();
376
- this.context.physics.engine?.addForce(this, vec, wakeup);
377
- }
378
- /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
379
- * the velocity change is equal to the impulse divided by the mass
380
- * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
381
- applyImpulse(vec, wakeup = true) {
382
- if (this._propertiesChanged)
383
- this.updateProperties();
384
- this.context.physics.engine?.applyImpulse(this, vec, wakeup);
385
- }
386
- /** @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
387
- setForce(x, y, z, wakeup = true) {
388
- this.context.physics.engine?.resetForces(this, wakeup);
389
- if (typeof x === "number") {
390
- y ??= 0;
391
- z ??= 0;
392
- this.context.physics.engine?.addForce(this, { x, y, z }, wakeup);
393
- }
394
- else {
395
- this.context.physics.engine?.addForce(this, x, wakeup);
396
- }
397
- }
398
- /** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current linear velocity of the rigid-body.
399
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
400
- getVelocity() {
401
- const vel = this.context.physics.engine?.getLinearVelocity(this);
402
- if (!vel)
403
- return this._currentVelocity.set(0, 0, 0);
404
- this._currentVelocity.x = vel.x;
405
- this._currentVelocity.y = vel.y;
406
- this._currentVelocity.z = vel.z;
407
- return this._currentVelocity;
408
- }
409
- setVelocity(x, y, z, wakeup = true) {
410
- if (x instanceof Vector3) {
411
- const vec = x;
412
- this.context.physics.engine?.setLinearVelocity(this, vec, wakeup);
413
- return;
414
- }
415
- if (y === undefined || z === undefined)
416
- return;
417
- this.context.physics.engine?.setLinearVelocity(this, { x: x, y: y, z: z }, wakeup);
418
- }
419
- /** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current angular velocity of the rigid-body.
420
- * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
421
- getAngularVelocity() {
422
- const vel = this.context.physics.engine?.getAngularVelocity(this);
423
- if (!vel)
424
- return this._currentVelocity.set(0, 0, 0);
425
- this._currentVelocity.x = vel.x;
426
- this._currentVelocity.y = vel.y;
427
- this._currentVelocity.z = vel.z;
428
- return this._currentVelocity;
429
- }
430
- setAngularVelocity(x, y, z, wakeup = true) {
431
- if (typeof x === "object") {
432
- const vec = x;
433
- this.context.physics.engine?.setAngularVelocity(this, vec, wakeup);
434
- return;
435
- }
436
- if (y === undefined || z === undefined || typeof y === "boolean") {
437
- console.warn("setAngularVelocity expects either a Vec3 or 3 numbers");
438
- return;
439
- }
440
- this.context.physics.engine?.setAngularVelocity(this, { x: x, y: y, z: z }, wakeup);
441
- }
442
- setTorque(x, y, z) {
443
- if (typeof x === "number") {
444
- this.setAngularVelocity(x, y, z);
445
- }
446
- else
447
- this.setAngularVelocity(x);
448
- }
449
- /**
450
- * Returns the rigidbody velocity smoothed over ~ 10 frames
451
- */
452
- get smoothedVelocity() {
453
- this._smoothedVelocityGetter.copy(this._smoothedVelocity);
454
- return this._smoothedVelocityGetter.multiplyScalar(1 / this.context.time.deltaTime);
455
- }
456
- /**d
457
- * @deprecated not used anymore and will be removed in a future update
458
- */
459
- setBodyFromGameObject(_velocity = null) { }
460
- captureVelocity() {
461
- const matrixWorld = this.gameObject.matrixWorld;
462
- Rigidbody.tempPosition.setFromMatrixPosition(matrixWorld);
463
- const vel = Rigidbody.tempPosition.sub(this._lastPosition);
464
- this._lastPosition.copy(Rigidbody.tempPosition);
465
- this._smoothedVelocity.lerp(vel, this.context.time.deltaTime / .1);
466
- }
467
- }
468
- __decorate([
469
- validate()
470
- ], Rigidbody.prototype, "autoMass", void 0);
471
- __decorate([
472
- serializable()
473
- ], Rigidbody.prototype, "mass", null);
474
- __decorate([
475
- validate(),
476
- serializable()
477
- ], Rigidbody.prototype, "useGravity", void 0);
478
- __decorate([
479
- serializable(Vector3)
480
- ], Rigidbody.prototype, "centerOfMass", void 0);
481
- __decorate([
482
- validate(),
483
- serializable()
484
- ], Rigidbody.prototype, "constraints", void 0);
485
- __decorate([
486
- validate(),
487
- serializable()
488
- ], Rigidbody.prototype, "isKinematic", void 0);
489
- __decorate([
490
- validate(),
491
- serializable()
492
- ], Rigidbody.prototype, "drag", void 0);
493
- __decorate([
494
- validate(),
495
- serializable()
496
- ], Rigidbody.prototype, "angularDrag", void 0);
497
- __decorate([
498
- validate(),
499
- serializable()
500
- ], Rigidbody.prototype, "detectCollisions", void 0);
501
- __decorate([
502
- validate(),
503
- serializable()
504
- ], Rigidbody.prototype, "sleepThreshold", void 0);
505
- __decorate([
506
- validate(),
507
- serializable()
508
- ], Rigidbody.prototype, "collisionDetectionMode", void 0);
509
- __decorate([
510
- validate()
511
- ], Rigidbody.prototype, "_gravityScale", void 0);
512
- __decorate([
513
- validate()
514
- ], Rigidbody.prototype, "dominanceGroup", void 0);
515
- const tempPosition = new Vector3();
516
- const tempQuaternion = new Quaternion();
517
- const tempScale = new Vector3();
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
7
+ import { Matrix4, Quaternion, Vector3 } from "three";
8
+ import { isDevEnvironment } from "../engine/debug/index.js";
9
+ import { MODULES } from "../engine/engine_modules.js";
10
+ import { CollisionDetectionMode, RigidbodyConstraints } from "../engine/engine_physics.types.js";
11
+ import { serializable } from "../engine/engine_serialization_decorator.js";
12
+ import { FrameEvent } from "../engine/engine_setup.js";
13
+ import { validate } from "../engine/engine_util_decorator.js";
14
+ import { delayForFrames, Watch } from "../engine/engine_utils.js";
15
+ import { Behaviour } from "./Component.js";
16
+ class TransformWatch {
17
+ get isDirty() {
18
+ return this.positionChanged || this.rotationChanged;
19
+ }
20
+ positionChanged = false;
21
+ rotationChanged = false;
22
+ position;
23
+ quaternion;
24
+ _positionKeys = ["x", "y", "z"];
25
+ _quaternionKeys = ["_x", "_y", "_z", "_w"];
26
+ reset(clearPreviousValues = false) {
27
+ this.positionChanged = false;
28
+ this.rotationChanged = false;
29
+ this.mute = false;
30
+ if (clearPreviousValues) {
31
+ if (this.position)
32
+ for (const key of this._positionKeys)
33
+ delete this.position[key];
34
+ if (this.quaternion)
35
+ for (const key of this._quaternionKeys)
36
+ delete this.quaternion[key];
37
+ }
38
+ }
39
+ syncValues() {
40
+ for (const key of this._positionKeys) {
41
+ this.position[key] = this.obj.position[key];
42
+ }
43
+ for (const key of this._quaternionKeys) {
44
+ this.quaternion[key] = this.obj.quaternion[key];
45
+ }
46
+ }
47
+ mute = false;
48
+ applyValues() {
49
+ // only apply the values that actually changed
50
+ // since we want to still control all the other values via physics
51
+ if (this.positionChanged && this.position) {
52
+ for (const key of this._positionKeys) {
53
+ const val = this.position[key];
54
+ if (val !== undefined)
55
+ this.obj.position[key] = val;
56
+ }
57
+ }
58
+ if (this.rotationChanged) {
59
+ if (this.quaternion) {
60
+ for (const key of this._quaternionKeys) {
61
+ const val = this.quaternion[key];
62
+ if (val !== undefined)
63
+ this.obj.quaternion[key] = val;
64
+ }
65
+ }
66
+ }
67
+ }
68
+ context;
69
+ obj;
70
+ _positionWatch;
71
+ _rotationWatch;
72
+ constructor(obj, context) {
73
+ this.context = context;
74
+ this.obj = obj;
75
+ }
76
+ start(position, rotation) {
77
+ this.reset();
78
+ if (position) {
79
+ if (!this._positionWatch)
80
+ this._positionWatch = new Watch(this.obj.position, ["x", "y", "z"]);
81
+ this._positionWatch.apply();
82
+ this.position = {};
83
+ // this.position = this.obj.position.clone();
84
+ this._positionWatch.subscribeWrite((val, prop) => {
85
+ if (this.context.physics.engine?.isUpdating || this.mute)
86
+ return;
87
+ const prev = this.position[prop];
88
+ if (Math.abs(prev - val) < .00001)
89
+ return;
90
+ this.position[prop] = val;
91
+ this.positionChanged = true;
92
+ });
93
+ }
94
+ if (rotation) {
95
+ if (!this._rotationWatch)
96
+ this._rotationWatch = new Watch(this.obj.quaternion, ["_x", "_y", "_z", "_w"]);
97
+ this._rotationWatch.apply();
98
+ this.quaternion = {};
99
+ // this.quaternion = this.obj.quaternion.clone();
100
+ this._rotationWatch.subscribeWrite((val, prop) => {
101
+ if (this.context.physics.engine?.isUpdating || this.mute)
102
+ return;
103
+ const prev = this.quaternion[prop];
104
+ if (Math.abs(prev - val) < .00001)
105
+ return;
106
+ this.quaternion[prop] = val;
107
+ this.rotationChanged = true;
108
+ });
109
+ }
110
+ // detect changes in the parent matrix
111
+ const original = this.obj.matrixWorld.multiplyMatrices.bind(this.obj.matrixWorld);
112
+ const lastParentMatrix = new Matrix4();
113
+ this.obj.matrixWorld["multiplyMatrices"] = (parent, matrix) => {
114
+ if (this.context.physics.engine?.isUpdating || this.mute)
115
+ return original(parent, matrix);
116
+ if (!lastParentMatrix.equals(parent)) {
117
+ this.positionChanged = true;
118
+ this.rotationChanged = true;
119
+ lastParentMatrix.copy(parent);
120
+ }
121
+ return original(parent, matrix);
122
+ ;
123
+ };
124
+ }
125
+ stop() {
126
+ this._positionWatch?.revoke();
127
+ this._rotationWatch?.revoke();
128
+ }
129
+ }
130
+ /**
131
+ * A Rigidbody is used together with a Collider to create physical interactions between objects in the scene.
132
+ * @category Physics
133
+ * @group Components
134
+ */
135
+ export class Rigidbody extends Behaviour {
136
+ get isRigidbody() { return true; }
137
+ /** When true the mass will be automatically calculated by the attached colliders */
138
+ autoMass = true;
139
+ /** By default the mass will be automatically calculated (see `autoMass`) by the physics engine using the collider sizes
140
+ * To set the mass manually you can either set the `mass` value or set `autoMass` to `false`
141
+ */
142
+ set mass(value) {
143
+ if (value === this._mass)
144
+ return;
145
+ this._mass = value;
146
+ this._propertiesChanged = true;
147
+ // When setting the mass manually we disable autoMass
148
+ if (this.__didAwake) {
149
+ this.autoMass = false;
150
+ }
151
+ }
152
+ get mass() {
153
+ if (this.autoMass)
154
+ return this.context.physics.engine?.getBody(this)?.mass() ?? -1;
155
+ return this._mass;
156
+ }
157
+ _mass = 0;
158
+ /**
159
+ * Use gravity is a flag that can be set to false to disable gravity for a specific rigid-body.
160
+ */
161
+ useGravity = true;
162
+ /**
163
+ * The center of mass is the point around which the mass of the rigid-body is evenly distributed. It is used to compute the torque applied to the rigid-body when forces are applied to it.
164
+ */
165
+ centerOfMass = new Vector3(0, 0, 0);
166
+ /**
167
+ * Constraints are used to lock the position or rotation of an object in a specific axis.
168
+ */
169
+ constraints = RigidbodyConstraints.None;
170
+ /**
171
+ * IsKinematic is a flag that can be set to true to make a rigid-body kinematic. Kinematic rigid-bodies are not affected by forces and collisions. They are meant to be animated by the user.
172
+ */
173
+ isKinematic = false;
174
+ /** Drag is a force that resists the motion of the rigid-body. It is applied to the center-of-mass of the rigid-body.
175
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
176
+ drag = 0;
177
+ /** Angular drag is a force that resists the rotation of the rigid-body. It is applied to the center-of-mass of the rigid-body.
178
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#damping */
179
+ angularDrag = 1;
180
+ /**
181
+ * Detect collisions is a flag that can be set to false to disable collision detection for a specific rigid-body.
182
+ */
183
+ detectCollisions = true;
184
+ /** The sleeping threshold is the minimum velocity below which a dynamic rigid-body will be put to sleep by the physics engine.
185
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
186
+ sleepThreshold = 0.01;
187
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection */
188
+ collisionDetectionMode = CollisionDetectionMode.Discrete;
189
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
190
+ get lockPositionX() {
191
+ return (this.constraints & RigidbodyConstraints.FreezePositionX) !== 0;
192
+ }
193
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
194
+ get lockPositionY() {
195
+ return (this.constraints & RigidbodyConstraints.FreezePositionY) !== 0;
196
+ }
197
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
198
+ get lockPositionZ() {
199
+ return (this.constraints & RigidbodyConstraints.FreezePositionZ) !== 0;
200
+ }
201
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
202
+ get lockRotationX() {
203
+ return (this.constraints & RigidbodyConstraints.FreezeRotationX) !== 0;
204
+ }
205
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
206
+ get lockRotationY() {
207
+ return (this.constraints & RigidbodyConstraints.FreezeRotationY) !== 0;
208
+ }
209
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
210
+ get lockRotationZ() {
211
+ return (this.constraints & RigidbodyConstraints.FreezeRotationZ) !== 0;
212
+ }
213
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
214
+ set lockPositionX(v) {
215
+ if (v)
216
+ this.constraints |= RigidbodyConstraints.FreezePositionX;
217
+ else
218
+ this.constraints &= ~RigidbodyConstraints.FreezePositionX;
219
+ }
220
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
221
+ set lockPositionY(v) {
222
+ if (v)
223
+ this.constraints |= RigidbodyConstraints.FreezePositionY;
224
+ else
225
+ this.constraints &= ~RigidbodyConstraints.FreezePositionY;
226
+ }
227
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
228
+ set lockPositionZ(v) {
229
+ if (v)
230
+ this.constraints |= RigidbodyConstraints.FreezePositionZ;
231
+ else
232
+ this.constraints &= ~RigidbodyConstraints.FreezePositionZ;
233
+ }
234
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
235
+ set lockRotationX(v) {
236
+ if (v)
237
+ this.constraints |= RigidbodyConstraints.FreezeRotationX;
238
+ else
239
+ this.constraints &= ~RigidbodyConstraints.FreezeRotationX;
240
+ }
241
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
242
+ set lockRotationY(v) {
243
+ if (v)
244
+ this.constraints |= RigidbodyConstraints.FreezeRotationY;
245
+ else
246
+ this.constraints &= ~RigidbodyConstraints.FreezeRotationY;
247
+ }
248
+ /** @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#locking-translationsrotations */
249
+ set lockRotationZ(v) {
250
+ if (v)
251
+ this.constraints |= RigidbodyConstraints.FreezeRotationZ;
252
+ else
253
+ this.constraints &= ~RigidbodyConstraints.FreezeRotationZ;
254
+ }
255
+ /** Gravity is such a common force that it is implemented as a special case (even if it could easily be implemented by the user using force application). Note however that a change of gravity won't automatically wake-up the sleeping bodies so keep in mind that you may want to wake them up manually before a gravity change.
256
+ *
257
+ * It is possible to change the way gravity affects a specific rigid-body by setting the rigid-body's gravity scale to a value other than 1.0. The magnitude of the gravity applied to this body will be multiplied by this scaling factor. Therefore, a gravity scale set to 0.0 will disable gravity for the rigid-body whereas a gravity scale set to 2.0 will make it twice as strong. A negative value will flip the direction of the gravity for this rigid-body.
258
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#gravity
259
+ */
260
+ set gravityScale(val) {
261
+ this._gravityScale = val;
262
+ }
263
+ get gravityScale() {
264
+ return this._gravityScale;
265
+ }
266
+ _gravityScale = 1;
267
+ /** Rigidbodies with higher dominance will be immune to forces originating from contacts with rigidbodies of lower dominance.
268
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#dominance
269
+ */
270
+ dominanceGroup = 0;
271
+ static tempPosition = new Vector3();
272
+ _propertiesChanged = false;
273
+ _currentVelocity = new Vector3();
274
+ _smoothedVelocity = new Vector3();
275
+ _smoothedVelocityGetter = new Vector3();
276
+ _lastPosition = new Vector3();
277
+ _watch;
278
+ awake() {
279
+ this._watch = undefined;
280
+ this._propertiesChanged = false;
281
+ }
282
+ onEnable() {
283
+ if (!this._watch) {
284
+ this._watch = new TransformWatch(this.gameObject, this.context);
285
+ }
286
+ this._watch.start(true, true);
287
+ this.startCoroutine(this.beforePhysics(), FrameEvent.LateUpdate);
288
+ if (isDevEnvironment()) {
289
+ if (!globalThis["NEEDLE_USE_RAPIER"])
290
+ console.warn(`Rigidbody could not be created: Rapier physics are explicitly disabled.`);
291
+ else {
292
+ MODULES.RAPIER_PHYSICS.ready().then(async () => {
293
+ await delayForFrames(3);
294
+ if (!this.context.physics.engine?.getBody(this))
295
+ console.warn(`Rigidbody could not be created. Ensure \"${this.name}\" has a Collider component.`);
296
+ });
297
+ }
298
+ }
299
+ }
300
+ onDisable() {
301
+ this._watch?.stop();
302
+ this.context.physics.engine?.removeBody(this);
303
+ }
304
+ onDestroy() {
305
+ this.context.physics.engine?.removeBody(this);
306
+ }
307
+ onValidate() {
308
+ this._propertiesChanged = true;
309
+ }
310
+ // need to do this right before updating physics to prevent rendered object glitching through physical bodies
311
+ *beforePhysics() {
312
+ while (true) {
313
+ if (this._propertiesChanged) {
314
+ this._propertiesChanged = false;
315
+ this.context.physics.engine?.updateProperties(this);
316
+ }
317
+ if (this._watch?.isDirty) {
318
+ this._watch.mute = true;
319
+ this._watch.applyValues();
320
+ this.context.physics.engine?.updateBody(this, this._watch.positionChanged, this._watch.rotationChanged);
321
+ this._watch.reset();
322
+ }
323
+ else
324
+ this._watch?.syncValues();
325
+ this.captureVelocity();
326
+ yield;
327
+ }
328
+ }
329
+ /** Teleport the rigidbody to a new position in the world.
330
+ * Will reset forces before setting the object world position
331
+ * @param pt The new position to teleport the object to (world space)
332
+ * @param localspace When true the object will be teleported in local space, otherwise in world space
333
+ * */
334
+ teleport(pt, localspace = true) {
335
+ this._watch?.reset(true);
336
+ if (localspace)
337
+ this.gameObject.position.set(pt.x, pt.y, pt.z);
338
+ else
339
+ this.setWorldPosition(pt.x, pt.y, pt.z);
340
+ this.resetForcesAndTorques();
341
+ this.resetVelocities();
342
+ }
343
+ resetForces(wakeup = true) {
344
+ this.context.physics.engine?.resetForces(this, wakeup);
345
+ }
346
+ resetTorques(wakeup = true) {
347
+ this.context.physics.engine?.resetTorques(this, wakeup);
348
+ }
349
+ resetVelocities() {
350
+ this.setVelocity(0, 0, 0);
351
+ this.setAngularVelocity(0, 0, 0);
352
+ }
353
+ resetForcesAndTorques() {
354
+ this.resetForces();
355
+ this.resetTorques();
356
+ }
357
+ /** When a dynamic rigid-body doesn't move (or moves very slowly) during a few seconds, it will be marked as sleeping by the physics pipeline. Rigid-bodies marked as sleeping are no longer simulated by the physics engine until they are woken up. That way the physics engine doesn't waste any computational resources simulating objects that don't actually move. They are woken up automatically whenever another non-sleeping rigid-body starts interacting with them (either with a joint, or with one of its attached colliders generating contacts).
358
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#sleeping */
359
+ wakeUp() {
360
+ this.context.physics.engine?.wakeup(this);
361
+ }
362
+ get isSleeping() {
363
+ return this.context.physics.engine?.isSleeping(this);
364
+ }
365
+ /** Call to force an update of the rigidbody properties in the physics engine */
366
+ updateProperties() {
367
+ this._propertiesChanged = false;
368
+ return this.context.physics.engine?.updateProperties(this);
369
+ }
370
+ /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
371
+ * the acceleration change is equal to the force divided by the mass:
372
+ * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
373
+ applyForce(vec, _rel, wakeup = true) {
374
+ if (this._propertiesChanged)
375
+ this.updateProperties();
376
+ this.context.physics.engine?.addForce(this, vec, wakeup);
377
+ }
378
+ /** Forces affect the rigid-body's acceleration whereas impulses affect the rigid-body's velocity
379
+ * the velocity change is equal to the impulse divided by the mass
380
+ * @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
381
+ applyImpulse(vec, wakeup = true) {
382
+ if (this._propertiesChanged)
383
+ this.updateProperties();
384
+ this.context.physics.engine?.applyImpulse(this, vec, wakeup);
385
+ }
386
+ /** @link see https://rapier.rs/docs/user_guides/javascript/rigid_bodies#forces-and-impulses */
387
+ setForce(x, y, z, wakeup = true) {
388
+ this.context.physics.engine?.resetForces(this, wakeup);
389
+ if (typeof x === "number") {
390
+ y ??= 0;
391
+ z ??= 0;
392
+ this.context.physics.engine?.addForce(this, { x, y, z }, wakeup);
393
+ }
394
+ else {
395
+ this.context.physics.engine?.addForce(this, x, wakeup);
396
+ }
397
+ }
398
+ /** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current linear velocity of the rigid-body.
399
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
400
+ getVelocity() {
401
+ const vel = this.context.physics.engine?.getLinearVelocity(this);
402
+ if (!vel)
403
+ return this._currentVelocity.set(0, 0, 0);
404
+ this._currentVelocity.x = vel.x;
405
+ this._currentVelocity.y = vel.y;
406
+ this._currentVelocity.z = vel.z;
407
+ return this._currentVelocity;
408
+ }
409
+ setVelocity(x, y, z, wakeup = true) {
410
+ if (x instanceof Vector3) {
411
+ const vec = x;
412
+ this.context.physics.engine?.setLinearVelocity(this, vec, wakeup);
413
+ return;
414
+ }
415
+ if (y === undefined || z === undefined)
416
+ return;
417
+ this.context.physics.engine?.setLinearVelocity(this, { x: x, y: y, z: z }, wakeup);
418
+ }
419
+ /** The velocity of a dynamic rigid-body controls how fast it is moving in time. The velocity is applied at the center-of-mass of the rigid-body. This method returns the current angular velocity of the rigid-body.
420
+ * @link https://rapier.rs/docs/user_guides/javascript/rigid_bodies#velocity */
421
+ getAngularVelocity() {
422
+ const vel = this.context.physics.engine?.getAngularVelocity(this);
423
+ if (!vel)
424
+ return this._currentVelocity.set(0, 0, 0);
425
+ this._currentVelocity.x = vel.x;
426
+ this._currentVelocity.y = vel.y;
427
+ this._currentVelocity.z = vel.z;
428
+ return this._currentVelocity;
429
+ }
430
+ setAngularVelocity(x, y, z, wakeup = true) {
431
+ if (typeof x === "object") {
432
+ const vec = x;
433
+ this.context.physics.engine?.setAngularVelocity(this, vec, wakeup);
434
+ return;
435
+ }
436
+ if (y === undefined || z === undefined || typeof y === "boolean") {
437
+ console.warn("setAngularVelocity expects either a Vec3 or 3 numbers");
438
+ return;
439
+ }
440
+ this.context.physics.engine?.setAngularVelocity(this, { x: x, y: y, z: z }, wakeup);
441
+ }
442
+ setTorque(x, y, z) {
443
+ if (typeof x === "number") {
444
+ this.setAngularVelocity(x, y, z);
445
+ }
446
+ else
447
+ this.setAngularVelocity(x);
448
+ }
449
+ /**
450
+ * Returns the rigidbody velocity smoothed over ~ 10 frames
451
+ */
452
+ get smoothedVelocity() {
453
+ this._smoothedVelocityGetter.copy(this._smoothedVelocity);
454
+ return this._smoothedVelocityGetter.multiplyScalar(1 / this.context.time.deltaTime);
455
+ }
456
+ /**d
457
+ * @deprecated not used anymore and will be removed in a future update
458
+ */
459
+ setBodyFromGameObject(_velocity = null) { }
460
+ captureVelocity() {
461
+ const matrixWorld = this.gameObject.matrixWorld;
462
+ Rigidbody.tempPosition.setFromMatrixPosition(matrixWorld);
463
+ const vel = Rigidbody.tempPosition.sub(this._lastPosition);
464
+ this._lastPosition.copy(Rigidbody.tempPosition);
465
+ this._smoothedVelocity.lerp(vel, this.context.time.deltaTime / .1);
466
+ }
467
+ }
468
+ __decorate([
469
+ validate()
470
+ ], Rigidbody.prototype, "autoMass", void 0);
471
+ __decorate([
472
+ serializable()
473
+ ], Rigidbody.prototype, "mass", null);
474
+ __decorate([
475
+ validate(),
476
+ serializable()
477
+ ], Rigidbody.prototype, "useGravity", void 0);
478
+ __decorate([
479
+ serializable(Vector3)
480
+ ], Rigidbody.prototype, "centerOfMass", void 0);
481
+ __decorate([
482
+ validate(),
483
+ serializable()
484
+ ], Rigidbody.prototype, "constraints", void 0);
485
+ __decorate([
486
+ validate(),
487
+ serializable()
488
+ ], Rigidbody.prototype, "isKinematic", void 0);
489
+ __decorate([
490
+ validate(),
491
+ serializable()
492
+ ], Rigidbody.prototype, "drag", void 0);
493
+ __decorate([
494
+ validate(),
495
+ serializable()
496
+ ], Rigidbody.prototype, "angularDrag", void 0);
497
+ __decorate([
498
+ validate(),
499
+ serializable()
500
+ ], Rigidbody.prototype, "detectCollisions", void 0);
501
+ __decorate([
502
+ validate(),
503
+ serializable()
504
+ ], Rigidbody.prototype, "sleepThreshold", void 0);
505
+ __decorate([
506
+ validate(),
507
+ serializable()
508
+ ], Rigidbody.prototype, "collisionDetectionMode", void 0);
509
+ __decorate([
510
+ validate()
511
+ ], Rigidbody.prototype, "_gravityScale", void 0);
512
+ __decorate([
513
+ validate()
514
+ ], Rigidbody.prototype, "dominanceGroup", void 0);
515
+ const tempPosition = new Vector3();
516
+ const tempQuaternion = new Quaternion();
517
+ const tempScale = new Vector3();
518
518
  //# sourceMappingURL=RigidBody.js.map