@needle-tools/engine 4.5.5-next.f053174 → 4.5.6

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 (1044) hide show
  1. package/CHANGELOG.md +3740 -3740
  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-DFfLpZpn.min.js → needle-engine.bundle-2nTaeeW3.min.js} +62 -62
  6. package/dist/{needle-engine.bundle-Dx2hV9Bu.umd.cjs → needle-engine.bundle-B3qVc_uH.umd.cjs} +54 -54
  7. package/dist/{needle-engine.bundle-DvRTYg0j.js → needle-engine.bundle-B9tUMvDR.js} +623 -623
  8. package/dist/{needle-engine.bundle-BxW8rOic.light.min.js → needle-engine.bundle-BWeBylyu.light.min.js} +62 -62
  9. package/dist/{needle-engine.bundle-5YrltOTW.light.umd.cjs → needle-engine.bundle-Bx32FU5Z.light.umd.cjs} +54 -54
  10. package/dist/{needle-engine.bundle-Bjtl-M4D.light.js → needle-engine.bundle-CAuuubKQ.light.js} +623 -623
  11. package/dist/needle-engine.d.ts +129 -130
  12. package/dist/needle-engine.js +2 -2
  13. package/dist/needle-engine.light.d.ts +129 -130
  14. package/dist/needle-engine.light.js +2 -2
  15. package/dist/needle-engine.light.min.js +1 -1
  16. package/dist/needle-engine.light.umd.cjs +1 -1
  17. package/dist/needle-engine.min.js +1 -1
  18. package/dist/needle-engine.umd.cjs +1 -1
  19. package/lib/asap/needle-asap.d.ts +1 -1
  20. package/lib/asap/needle-asap.js +95 -95
  21. package/lib/asap/sessiongranted.d.ts +3 -3
  22. package/lib/asap/sessiongranted.js +65 -65
  23. package/lib/asap/utils.d.ts +1 -1
  24. package/lib/asap/utils.js +3 -3
  25. package/lib/engine/analytics/index.d.ts +6 -6
  26. package/lib/engine/analytics/index.js +12 -12
  27. package/lib/engine/analytics/lcp.d.ts +3 -3
  28. package/lib/engine/analytics/lcp.js +34 -34
  29. package/lib/engine/api.d.ts +82 -82
  30. package/lib/engine/api.js +81 -81
  31. package/lib/engine/assets/index.d.ts +11 -11
  32. package/lib/engine/assets/index.js +47 -47
  33. package/lib/engine/assets/static.d.ts +1 -1
  34. package/lib/engine/assets/static.js +4 -4
  35. package/lib/engine/codegen/register_types.d.ts +1 -1
  36. package/lib/engine/codegen/register_types.js +300 -300
  37. package/lib/engine/debug/debug.d.ts +15 -15
  38. package/lib/engine/debug/debug.js +44 -44
  39. package/lib/engine/debug/debug_console.d.ts +2 -2
  40. package/lib/engine/debug/debug_console.js +307 -307
  41. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  42. package/lib/engine/debug/debug_overlay.js +316 -316
  43. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  44. package/lib/engine/debug/debug_spatial_console.js +390 -390
  45. package/lib/engine/debug/index.d.ts +2 -2
  46. package/lib/engine/debug/index.js +2 -2
  47. package/lib/engine/engine_addressables.d.ts +166 -166
  48. package/lib/engine/engine_addressables.js +608 -608
  49. package/lib/engine/engine_animation.d.ts +43 -43
  50. package/lib/engine/engine_animation.js +133 -133
  51. package/lib/engine/engine_application.d.ts +45 -45
  52. package/lib/engine/engine_application.js +104 -104
  53. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  54. package/lib/engine/engine_assetdatabase.js +344 -344
  55. package/lib/engine/engine_audio.d.ts +4 -4
  56. package/lib/engine/engine_audio.js +23 -23
  57. package/lib/engine/engine_camera.d.ts +13 -13
  58. package/lib/engine/engine_camera.js +30 -30
  59. package/lib/engine/engine_components.d.ts +110 -110
  60. package/lib/engine/engine_components.js +374 -374
  61. package/lib/engine/engine_components_internal.d.ts +9 -9
  62. package/lib/engine/engine_components_internal.js +36 -36
  63. package/lib/engine/engine_constants.d.ts +10 -10
  64. package/lib/engine/engine_constants.js +41 -41
  65. package/lib/engine/engine_context.d.ts +472 -472
  66. package/lib/engine/engine_context.js +1664 -1664
  67. package/lib/engine/engine_context_registry.d.ts +71 -71
  68. package/lib/engine/engine_context_registry.js +117 -117
  69. package/lib/engine/engine_coroutine.d.ts +35 -35
  70. package/lib/engine/engine_coroutine.js +52 -52
  71. package/lib/engine/engine_create_objects.d.ts +119 -119
  72. package/lib/engine/engine_create_objects.js +320 -320
  73. package/lib/engine/engine_default_parameters.d.ts +2 -2
  74. package/lib/engine/engine_default_parameters.js +3 -3
  75. package/lib/engine/engine_editor-sync.d.ts +21 -21
  76. package/lib/engine/engine_editor-sync.js +4 -4
  77. package/lib/engine/engine_fileloader.d.ts +2 -2
  78. package/lib/engine/engine_fileloader.js +8 -8
  79. package/lib/engine/engine_gameobject.d.ts +68 -68
  80. package/lib/engine/engine_gameobject.js +616 -616
  81. package/lib/engine/engine_generic_utils.d.ts +1 -1
  82. package/lib/engine/engine_generic_utils.js +13 -13
  83. package/lib/engine/engine_gizmos.d.ts +149 -149
  84. package/lib/engine/engine_gizmos.js +530 -530
  85. package/lib/engine/engine_gltf.d.ts +12 -12
  86. package/lib/engine/engine_gltf.js +15 -15
  87. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  88. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  89. package/lib/engine/engine_hot_reload.d.ts +8 -8
  90. package/lib/engine/engine_hot_reload.js +197 -197
  91. package/lib/engine/engine_input.d.ts +362 -362
  92. package/lib/engine/engine_input.js +1294 -1294
  93. package/lib/engine/engine_input_utils.d.ts +2 -2
  94. package/lib/engine/engine_input_utils.js +22 -22
  95. package/lib/engine/engine_instancing.d.ts +19 -19
  96. package/lib/engine/engine_instancing.js +39 -39
  97. package/lib/engine/engine_license.d.ts +11 -11
  98. package/lib/engine/engine_license.js +369 -369
  99. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  100. package/lib/engine/engine_lifecycle_api.js +106 -106
  101. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  102. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  103. package/lib/engine/engine_lightdata.d.ts +23 -23
  104. package/lib/engine/engine_lightdata.js +91 -91
  105. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  106. package/lib/engine/engine_loaders.callbacks.js +86 -86
  107. package/lib/engine/engine_loaders.d.ts +48 -48
  108. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  109. package/lib/engine/engine_loaders.gltf.js +62 -62
  110. package/lib/engine/engine_loaders.js +337 -337
  111. package/lib/engine/engine_lods.d.ts +31 -31
  112. package/lib/engine/engine_lods.js +146 -146
  113. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  114. package/lib/engine/engine_mainloop_utils.js +466 -466
  115. package/lib/engine/engine_math.d.ts +114 -114
  116. package/lib/engine/engine_math.js +247 -247
  117. package/lib/engine/engine_modules.d.ts +36 -36
  118. package/lib/engine/engine_modules.js +85 -85
  119. package/lib/engine/engine_networking.d.ts +260 -260
  120. package/lib/engine/engine_networking.js +764 -764
  121. package/lib/engine/engine_networking_auto.d.ts +24 -24
  122. package/lib/engine/engine_networking_auto.js +310 -310
  123. package/lib/engine/engine_networking_blob.d.ts +48 -48
  124. package/lib/engine/engine_networking_blob.js +228 -228
  125. package/lib/engine/engine_networking_files.d.ts +35 -35
  126. package/lib/engine/engine_networking_files.js +172 -172
  127. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  128. package/lib/engine/engine_networking_files_default_components.js +42 -42
  129. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  130. package/lib/engine/engine_networking_instantiate.js +345 -345
  131. package/lib/engine/engine_networking_peer.d.ts +15 -15
  132. package/lib/engine/engine_networking_peer.js +132 -132
  133. package/lib/engine/engine_networking_streams.d.ts +123 -123
  134. package/lib/engine/engine_networking_streams.js +645 -645
  135. package/lib/engine/engine_networking_types.d.ts +22 -22
  136. package/lib/engine/engine_networking_types.js +7 -7
  137. package/lib/engine/engine_networking_utils.d.ts +2 -2
  138. package/lib/engine/engine_networking_utils.js +20 -20
  139. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  140. package/lib/engine/engine_networking_websocket.js +2 -2
  141. package/lib/engine/engine_patcher.d.ts +10 -10
  142. package/lib/engine/engine_patcher.js +142 -142
  143. package/lib/engine/engine_physics.d.ts +152 -152
  144. package/lib/engine/engine_physics.js +645 -645
  145. package/lib/engine/engine_physics.types.d.ts +40 -40
  146. package/lib/engine/engine_physics.types.js +33 -33
  147. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  148. package/lib/engine/engine_physics_rapier.js +1433 -1433
  149. package/lib/engine/engine_playerview.d.ts +26 -26
  150. package/lib/engine/engine_playerview.js +64 -64
  151. package/lib/engine/engine_scenelighting.d.ts +71 -71
  152. package/lib/engine/engine_scenelighting.js +226 -226
  153. package/lib/engine/engine_serialization.d.ts +3 -3
  154. package/lib/engine/engine_serialization.js +3 -3
  155. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  156. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  157. package/lib/engine/engine_serialization_core.d.ts +94 -94
  158. package/lib/engine/engine_serialization_core.js +607 -607
  159. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  160. package/lib/engine/engine_serialization_decorator.js +66 -66
  161. package/lib/engine/engine_setup.d.ts +1 -1
  162. package/lib/engine/engine_setup.js +2 -2
  163. package/lib/engine/engine_shaders.d.ts +53 -53
  164. package/lib/engine/engine_shaders.js +252 -252
  165. package/lib/engine/engine_shims.d.ts +4 -4
  166. package/lib/engine/engine_shims.js +24 -24
  167. package/lib/engine/engine_test_utils.d.ts +39 -39
  168. package/lib/engine/engine_test_utils.js +83 -83
  169. package/lib/engine/engine_texture.d.ts +28 -28
  170. package/lib/engine/engine_texture.js +64 -64
  171. package/lib/engine/engine_three_utils.d.ts +201 -201
  172. package/lib/engine/engine_three_utils.js +731 -731
  173. package/lib/engine/engine_time.d.ts +51 -51
  174. package/lib/engine/engine_time.js +82 -82
  175. package/lib/engine/engine_time_utils.d.ts +88 -88
  176. package/lib/engine/engine_time_utils.js +215 -215
  177. package/lib/engine/engine_tonemapping.d.ts +2 -2
  178. package/lib/engine/engine_tonemapping.js +194 -194
  179. package/lib/engine/engine_types.d.ts +578 -578
  180. package/lib/engine/engine_types.js +95 -95
  181. package/lib/engine/engine_typestore.d.ts +28 -28
  182. package/lib/engine/engine_typestore.js +55 -55
  183. package/lib/engine/engine_util_decorator.d.ts +13 -13
  184. package/lib/engine/engine_util_decorator.js +116 -116
  185. package/lib/engine/engine_utils.d.ts +248 -248
  186. package/lib/engine/engine_utils.js +993 -993
  187. package/lib/engine/engine_utils_format.d.ts +24 -24
  188. package/lib/engine/engine_utils_format.js +239 -239
  189. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  190. package/lib/engine/engine_utils_screenshot.js +513 -513
  191. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  192. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  193. package/lib/engine/engine_xr.d.ts +1 -1
  194. package/lib/engine/engine_xr.js +1 -1
  195. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  196. package/lib/engine/export/gltf/Writers.js +24 -24
  197. package/lib/engine/export/gltf/index.d.ts +11 -11
  198. package/lib/engine/export/gltf/index.js +123 -123
  199. package/lib/engine/export/index.d.ts +2 -2
  200. package/lib/engine/export/index.js +2 -2
  201. package/lib/engine/export/state.d.ts +7 -7
  202. package/lib/engine/export/state.js +17 -17
  203. package/lib/engine/export/utils.d.ts +2 -2
  204. package/lib/engine/export/utils.js +7 -7
  205. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  206. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  207. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  208. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  209. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  210. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  211. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  212. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  213. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  214. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  215. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  216. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  217. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  218. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  219. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  220. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  221. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  222. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  223. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  224. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  225. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  226. package/lib/engine/extensions/extension_resolver.js +1 -1
  227. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  228. package/lib/engine/extensions/extension_utils.js +152 -152
  229. package/lib/engine/extensions/extensions.d.ts +32 -32
  230. package/lib/engine/extensions/extensions.js +107 -107
  231. package/lib/engine/extensions/index.d.ts +6 -6
  232. package/lib/engine/extensions/index.js +6 -6
  233. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  234. package/lib/engine/extensions/usage_tracker.js +65 -65
  235. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  236. package/lib/engine/js-extensions/Camera.js +39 -39
  237. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  238. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  239. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  240. package/lib/engine/js-extensions/Layers.js +22 -22
  241. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  242. package/lib/engine/js-extensions/Object3D.js +136 -136
  243. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  244. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  245. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  246. package/lib/engine/js-extensions/Vector.js +13 -13
  247. package/lib/engine/js-extensions/index.d.ts +5 -5
  248. package/lib/engine/js-extensions/index.js +5 -5
  249. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  250. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  251. package/lib/engine/shaders/shaderData.d.ts +55 -55
  252. package/lib/engine/shaders/shaderData.js +58 -58
  253. package/lib/engine/tests/test_utils.d.ts +2 -2
  254. package/lib/engine/tests/test_utils.js +53 -53
  255. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  256. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  257. package/lib/engine/webcomponents/api.d.ts +5 -5
  258. package/lib/engine/webcomponents/api.js +4 -4
  259. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  260. package/lib/engine/webcomponents/buttons.js +264 -264
  261. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  262. package/lib/engine/webcomponents/fonts.js +32 -32
  263. package/lib/engine/webcomponents/icons.d.ts +9 -9
  264. package/lib/engine/webcomponents/icons.js +52 -52
  265. package/lib/engine/webcomponents/index.d.ts +1 -1
  266. package/lib/engine/webcomponents/index.js +1 -1
  267. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  268. package/lib/engine/webcomponents/logo-element.js +67 -67
  269. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  270. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  271. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  272. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  273. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  274. package/lib/engine/webcomponents/needle-button.js +161 -161
  275. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  276. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  277. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  278. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  279. package/lib/engine/webcomponents/needle-engine.d.ts +113 -113
  280. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  281. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  282. package/lib/engine/webcomponents/needle-engine.js +831 -831
  283. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  284. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  285. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  286. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  287. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  288. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  289. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  290. package/lib/engine/xr/NeedleXRSync.js +188 -188
  291. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  292. package/lib/engine/xr/SceneTransition.js +69 -69
  293. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  294. package/lib/engine/xr/TempXRContext.js +187 -187
  295. package/lib/engine/xr/XRRig.d.ts +7 -7
  296. package/lib/engine/xr/XRRig.js +1 -1
  297. package/lib/engine/xr/api.d.ts +6 -6
  298. package/lib/engine/xr/api.js +6 -6
  299. package/lib/engine/xr/events.d.ts +66 -66
  300. package/lib/engine/xr/events.js +93 -93
  301. package/lib/engine/xr/internal.d.ts +12 -12
  302. package/lib/engine/xr/internal.js +25 -25
  303. package/lib/engine/xr/usdz.d.ts +12 -12
  304. package/lib/engine/xr/usdz.js +29 -29
  305. package/lib/engine/xr/utils.d.ts +11 -11
  306. package/lib/engine/xr/utils.js +34 -34
  307. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  308. package/lib/engine-components/AlignmentConstraint.js +39 -39
  309. package/lib/engine-components/Animation.d.ts +156 -156
  310. package/lib/engine-components/Animation.js +508 -508
  311. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  312. package/lib/engine-components/AnimationCurve.js +159 -159
  313. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  314. package/lib/engine-components/AnimationUtils.js +27 -27
  315. package/lib/engine-components/AnimationUtilsAutoplay.d.ts +1 -1
  316. package/lib/engine-components/AnimationUtilsAutoplay.js +39 -39
  317. package/lib/engine-components/Animator.d.ts +217 -217
  318. package/lib/engine-components/Animator.js +354 -354
  319. package/lib/engine-components/AnimatorController.d.ts +227 -227
  320. package/lib/engine-components/AnimatorController.js +1152 -1152
  321. package/lib/engine-components/AudioListener.d.ts +33 -33
  322. package/lib/engine-components/AudioListener.js +86 -86
  323. package/lib/engine-components/AudioSource.d.ts +217 -217
  324. package/lib/engine-components/AudioSource.js +634 -634
  325. package/lib/engine-components/AvatarLoader.d.ts +80 -80
  326. package/lib/engine-components/AvatarLoader.js +231 -231
  327. package/lib/engine-components/AxesHelper.d.ts +32 -32
  328. package/lib/engine-components/AxesHelper.js +67 -67
  329. package/lib/engine-components/BasicIKConstraint.d.ts +9 -9
  330. package/lib/engine-components/BasicIKConstraint.js +43 -43
  331. package/lib/engine-components/BoxCollider.d.ts +2 -2
  332. package/lib/engine-components/BoxCollider.js +2 -2
  333. package/lib/engine-components/BoxHelperComponent.d.ts +47 -47
  334. package/lib/engine-components/BoxHelperComponent.js +102 -102
  335. package/lib/engine-components/Camera.d.ts +231 -231
  336. package/lib/engine-components/Camera.js +700 -700
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  1009. package/src/engine-schemes/dist/api.js +17 -0
  1010. package/src/engine-schemes/dist/api.js.meta +7 -0
  1011. package/src/engine-schemes/dist/schemes.js +25 -0
  1012. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1013. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1014. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1015. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1016. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1017. package/src/engine-schemes/dist/transform.js +46 -0
  1018. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1019. package/src/engine-schemes/dist/vec2.js +32 -0
  1020. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1021. package/src/engine-schemes/dist/vec3.js +36 -0
  1022. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1023. package/src/engine-schemes/dist/vec4.js +40 -0
  1024. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1025. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1026. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1027. package/src/engine-schemes/schemes.ts +28 -28
  1028. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1029. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1030. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1031. package/src/engine-schemes/transform.ts +50 -50
  1032. package/src/engine-schemes/transforms.fbs +25 -25
  1033. package/src/engine-schemes/vec.fbs +19 -19
  1034. package/src/engine-schemes/vec2.ts +33 -33
  1035. package/src/engine-schemes/vec3.ts +38 -38
  1036. package/src/engine-schemes/vec4.ts +43 -43
  1037. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1038. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1039. package/src/include/draco/draco_decoder.js +34 -34
  1040. package/src/include/ktx2/basis_transcoder.js +21 -21
  1041. package/src/include/needle/arial-msdf.json +1471 -1471
  1042. package/src/include/three/DragControls.js +231 -231
  1043. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1044. package/src/needle-engine.ts +70 -70
@@ -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