@needle-tools/engine 4.7.0-alpha → 4.7.0-next.2756168

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 (1065) hide show
  1. package/CHANGELOG.md +3768 -3768
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-BaNp_Xtp.js +25 -0
  6. package/dist/{gltf-progressive-Bm9eEfgu.min.js → gltf-progressive-Bl4okF1b.min.js} +1 -1
  7. package/dist/{gltf-progressive-GjIqwSG3.js → gltf-progressive-DSpdn0QT.js} +2 -2
  8. package/dist/{gltf-progressive-Dn6o99rH.umd.cjs → gltf-progressive-P8b8a0qY.umd.cjs} +1 -1
  9. package/dist/{needle-engine.bundle-BEUFTdl6.min.js → needle-engine.bundle-C2wJAuPf.min.js} +64 -63
  10. package/dist/{needle-engine.bundle-CXtflnL6.js → needle-engine.bundle-S0N_qbSh.js} +842 -835
  11. package/dist/{needle-engine.bundle-CK8cQ3FX.umd.cjs → needle-engine.bundle-lLDHlwZU.umd.cjs} +58 -57
  12. package/dist/needle-engine.d.ts +130 -129
  13. package/dist/needle-engine.js +4 -4
  14. package/dist/needle-engine.min.js +1 -1
  15. package/dist/needle-engine.umd.cjs +1 -1
  16. package/dist/{postprocessing-8AQTeZsr.umd.cjs → postprocessing-CjW23fio.umd.cjs} +2 -2
  17. package/dist/{postprocessing-BkxN_08g.js → postprocessing-DYLNOL3W.js} +3 -3
  18. package/dist/{postprocessing-BDScN9yu.min.js → postprocessing-xYQWCHFu.min.js} +2 -2
  19. package/dist/{three-DMrv-4ar.umd.cjs → three-B_hneGZr.umd.cjs} +4 -4
  20. package/dist/{three-Bz6X1mrw.js → three-DrqIzZTH.js} +4198 -4198
  21. package/dist/{three-Boa-jOq-.min.js → three-DuDKwKB8.min.js} +33 -33
  22. package/dist/{three-examples-GggCDHv0.js → three-examples-B50TT3Iu.js} +5 -5
  23. package/dist/{three-examples-DuVhxqft.min.js → three-examples-DaDLBuy6.min.js} +14 -14
  24. package/dist/{three-examples-C7ryg8vN.umd.cjs → three-examples-X3OadjXB.umd.cjs} +3 -3
  25. package/dist/{three-mesh-ui-CY6Izc7C.min.js → three-mesh-ui-B3p3gyUz.min.js} +1 -1
  26. package/dist/{three-mesh-ui-CwlN0FUC.umd.cjs → three-mesh-ui-CQiIQIlA.umd.cjs} +1 -1
  27. package/dist/{three-mesh-ui-CLNOfsWn.js → three-mesh-ui-CxuWt7m-.js} +1 -1
  28. package/dist/{vendor-zxXa3Dmr.min.js → vendor-BlSxe9JJ.min.js} +3 -3
  29. package/dist/{vendor-BSD1RQIh.js → vendor-BmYIgaS1.js} +3 -3
  30. package/dist/{vendor-DHr4aqIZ.umd.cjs → vendor-Cavtu3CP.umd.cjs} +3 -3
  31. package/lib/asap/needle-asap.d.ts +1 -1
  32. package/lib/asap/needle-asap.js +95 -95
  33. package/lib/asap/sessiongranted.d.ts +3 -3
  34. package/lib/asap/sessiongranted.js +65 -65
  35. package/lib/asap/utils.d.ts +1 -1
  36. package/lib/asap/utils.js +3 -3
  37. package/lib/engine/analytics/index.d.ts +6 -6
  38. package/lib/engine/analytics/index.js +12 -12
  39. package/lib/engine/analytics/lcp.d.ts +3 -3
  40. package/lib/engine/analytics/lcp.js +34 -34
  41. package/lib/engine/api.d.ts +82 -82
  42. package/lib/engine/api.js +81 -81
  43. package/lib/engine/assets/index.d.ts +11 -11
  44. package/lib/engine/assets/index.js +47 -47
  45. package/lib/engine/assets/static.d.ts +1 -1
  46. package/lib/engine/assets/static.js +4 -4
  47. package/lib/engine/codegen/register_types.d.ts +1 -1
  48. package/lib/engine/codegen/register_types.js +300 -300
  49. package/lib/engine/debug/debug.d.ts +15 -15
  50. package/lib/engine/debug/debug.js +44 -44
  51. package/lib/engine/debug/debug_console.d.ts +2 -2
  52. package/lib/engine/debug/debug_console.js +307 -307
  53. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  54. package/lib/engine/debug/debug_overlay.js +316 -316
  55. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  56. package/lib/engine/debug/debug_spatial_console.js +390 -390
  57. package/lib/engine/debug/index.d.ts +2 -2
  58. package/lib/engine/debug/index.js +2 -2
  59. package/lib/engine/engine_addressables.d.ts +166 -166
  60. package/lib/engine/engine_addressables.js +608 -608
  61. package/lib/engine/engine_animation.d.ts +43 -43
  62. package/lib/engine/engine_animation.js +133 -133
  63. package/lib/engine/engine_application.d.ts +45 -45
  64. package/lib/engine/engine_application.js +104 -104
  65. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  66. package/lib/engine/engine_assetdatabase.js +346 -346
  67. package/lib/engine/engine_audio.d.ts +4 -4
  68. package/lib/engine/engine_audio.js +23 -23
  69. package/lib/engine/engine_camera.d.ts +13 -13
  70. package/lib/engine/engine_camera.js +30 -30
  71. package/lib/engine/engine_components.d.ts +110 -110
  72. package/lib/engine/engine_components.js +374 -374
  73. package/lib/engine/engine_components_internal.d.ts +9 -9
  74. package/lib/engine/engine_components_internal.js +36 -36
  75. package/lib/engine/engine_constants.d.ts +10 -10
  76. package/lib/engine/engine_constants.js +41 -41
  77. package/lib/engine/engine_context.d.ts +475 -475
  78. package/lib/engine/engine_context.js +1673 -1672
  79. package/lib/engine/engine_context.js.map +1 -1
  80. package/lib/engine/engine_context_registry.d.ts +71 -71
  81. package/lib/engine/engine_context_registry.js +117 -117
  82. package/lib/engine/engine_coroutine.d.ts +35 -35
  83. package/lib/engine/engine_coroutine.js +52 -52
  84. package/lib/engine/engine_create_objects.d.ts +119 -119
  85. package/lib/engine/engine_create_objects.js +320 -320
  86. package/lib/engine/engine_default_parameters.d.ts +2 -2
  87. package/lib/engine/engine_default_parameters.js +3 -3
  88. package/lib/engine/engine_editor-sync.d.ts +21 -21
  89. package/lib/engine/engine_editor-sync.js +4 -4
  90. package/lib/engine/engine_fileloader.d.ts +2 -2
  91. package/lib/engine/engine_fileloader.js +8 -8
  92. package/lib/engine/engine_gameobject.d.ts +68 -68
  93. package/lib/engine/engine_gameobject.js +619 -619
  94. package/lib/engine/engine_generic_utils.d.ts +1 -1
  95. package/lib/engine/engine_generic_utils.js +13 -13
  96. package/lib/engine/engine_gizmos.d.ts +149 -149
  97. package/lib/engine/engine_gizmos.js +530 -530
  98. package/lib/engine/engine_gltf.d.ts +12 -12
  99. package/lib/engine/engine_gltf.js +15 -15
  100. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  101. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  102. package/lib/engine/engine_hot_reload.d.ts +8 -8
  103. package/lib/engine/engine_hot_reload.js +197 -197
  104. package/lib/engine/engine_input.d.ts +362 -362
  105. package/lib/engine/engine_input.js +1294 -1294
  106. package/lib/engine/engine_input_utils.d.ts +2 -2
  107. package/lib/engine/engine_input_utils.js +22 -22
  108. package/lib/engine/engine_instancing.d.ts +19 -19
  109. package/lib/engine/engine_instancing.js +39 -39
  110. package/lib/engine/engine_license.d.ts +11 -11
  111. package/lib/engine/engine_license.js +369 -369
  112. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  113. package/lib/engine/engine_lifecycle_api.js +106 -106
  114. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  115. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  116. package/lib/engine/engine_lightdata.d.ts +23 -23
  117. package/lib/engine/engine_lightdata.js +91 -91
  118. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  119. package/lib/engine/engine_loaders.callbacks.js +86 -86
  120. package/lib/engine/engine_loaders.d.ts +48 -48
  121. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  122. package/lib/engine/engine_loaders.gltf.js +62 -62
  123. package/lib/engine/engine_loaders.js +337 -337
  124. package/lib/engine/engine_lods.d.ts +31 -31
  125. package/lib/engine/engine_lods.js +146 -146
  126. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  127. package/lib/engine/engine_mainloop_utils.js +466 -466
  128. package/lib/engine/engine_math.d.ts +114 -114
  129. package/lib/engine/engine_math.js +247 -247
  130. package/lib/engine/engine_modules.d.ts +36 -36
  131. package/lib/engine/engine_modules.js +85 -85
  132. package/lib/engine/engine_networking.d.ts +260 -260
  133. package/lib/engine/engine_networking.js +764 -764
  134. package/lib/engine/engine_networking_auto.d.ts +24 -24
  135. package/lib/engine/engine_networking_auto.js +310 -310
  136. package/lib/engine/engine_networking_blob.d.ts +48 -48
  137. package/lib/engine/engine_networking_blob.js +228 -228
  138. package/lib/engine/engine_networking_files.d.ts +35 -35
  139. package/lib/engine/engine_networking_files.js +172 -172
  140. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  141. package/lib/engine/engine_networking_files_default_components.js +42 -42
  142. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  143. package/lib/engine/engine_networking_instantiate.js +345 -345
  144. package/lib/engine/engine_networking_peer.d.ts +15 -15
  145. package/lib/engine/engine_networking_peer.js +132 -132
  146. package/lib/engine/engine_networking_streams.d.ts +123 -123
  147. package/lib/engine/engine_networking_streams.js +645 -645
  148. package/lib/engine/engine_networking_types.d.ts +22 -22
  149. package/lib/engine/engine_networking_types.js +7 -7
  150. package/lib/engine/engine_networking_utils.d.ts +2 -2
  151. package/lib/engine/engine_networking_utils.js +20 -20
  152. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  153. package/lib/engine/engine_networking_websocket.js +2 -2
  154. package/lib/engine/engine_patcher.d.ts +10 -10
  155. package/lib/engine/engine_patcher.js +142 -142
  156. package/lib/engine/engine_physics.d.ts +152 -152
  157. package/lib/engine/engine_physics.js +645 -645
  158. package/lib/engine/engine_physics.types.d.ts +40 -40
  159. package/lib/engine/engine_physics.types.js +33 -33
  160. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  161. package/lib/engine/engine_physics_rapier.js +1433 -1433
  162. package/lib/engine/engine_playerview.d.ts +26 -26
  163. package/lib/engine/engine_playerview.js +64 -64
  164. package/lib/engine/engine_scenelighting.d.ts +71 -71
  165. package/lib/engine/engine_scenelighting.js +226 -226
  166. package/lib/engine/engine_serialization.d.ts +3 -3
  167. package/lib/engine/engine_serialization.js +3 -3
  168. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  169. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  170. package/lib/engine/engine_serialization_core.d.ts +94 -94
  171. package/lib/engine/engine_serialization_core.js +607 -607
  172. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  173. package/lib/engine/engine_serialization_decorator.js +66 -66
  174. package/lib/engine/engine_setup.d.ts +1 -1
  175. package/lib/engine/engine_setup.js +2 -2
  176. package/lib/engine/engine_shaders.d.ts +53 -53
  177. package/lib/engine/engine_shaders.js +252 -252
  178. package/lib/engine/engine_shims.d.ts +4 -4
  179. package/lib/engine/engine_shims.js +24 -24
  180. package/lib/engine/engine_test_utils.d.ts +39 -39
  181. package/lib/engine/engine_test_utils.js +83 -83
  182. package/lib/engine/engine_texture.d.ts +28 -28
  183. package/lib/engine/engine_texture.js +64 -64
  184. package/lib/engine/engine_three_utils.d.ts +204 -204
  185. package/lib/engine/engine_three_utils.js +784 -784
  186. package/lib/engine/engine_time.d.ts +51 -51
  187. package/lib/engine/engine_time.js +82 -82
  188. package/lib/engine/engine_time_utils.d.ts +88 -88
  189. package/lib/engine/engine_time_utils.js +215 -215
  190. package/lib/engine/engine_tonemapping.d.ts +6 -6
  191. package/lib/engine/engine_tonemapping.js +197 -197
  192. package/lib/engine/engine_types.d.ts +578 -578
  193. package/lib/engine/engine_types.js +95 -95
  194. package/lib/engine/engine_typestore.d.ts +28 -28
  195. package/lib/engine/engine_typestore.js +55 -55
  196. package/lib/engine/engine_util_decorator.d.ts +13 -13
  197. package/lib/engine/engine_util_decorator.js +116 -116
  198. package/lib/engine/engine_utils.d.ts +248 -248
  199. package/lib/engine/engine_utils.js +1012 -1012
  200. package/lib/engine/engine_utils_format.d.ts +24 -24
  201. package/lib/engine/engine_utils_format.js +239 -239
  202. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  203. package/lib/engine/engine_utils_screenshot.js +522 -522
  204. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  205. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  206. package/lib/engine/engine_xr.d.ts +1 -1
  207. package/lib/engine/engine_xr.js +1 -1
  208. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  209. package/lib/engine/export/gltf/Writers.js +24 -24
  210. package/lib/engine/export/gltf/index.d.ts +11 -11
  211. package/lib/engine/export/gltf/index.js +123 -123
  212. package/lib/engine/export/index.d.ts +2 -2
  213. package/lib/engine/export/index.js +2 -2
  214. package/lib/engine/export/state.d.ts +7 -7
  215. package/lib/engine/export/state.js +17 -17
  216. package/lib/engine/export/utils.d.ts +2 -2
  217. package/lib/engine/export/utils.js +7 -7
  218. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  219. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  220. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  221. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  222. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  223. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  224. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  225. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  226. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  227. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  228. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  229. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  230. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  231. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  232. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  233. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  234. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  235. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  236. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  237. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  238. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  239. package/lib/engine/extensions/extension_resolver.js +1 -1
  240. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  241. package/lib/engine/extensions/extension_utils.js +152 -152
  242. package/lib/engine/extensions/extensions.d.ts +32 -32
  243. package/lib/engine/extensions/extensions.js +107 -107
  244. package/lib/engine/extensions/index.d.ts +6 -6
  245. package/lib/engine/extensions/index.js +6 -6
  246. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  247. package/lib/engine/extensions/usage_tracker.js +65 -65
  248. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  249. package/lib/engine/js-extensions/Camera.js +39 -39
  250. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  251. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  252. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  253. package/lib/engine/js-extensions/Layers.js +22 -22
  254. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  255. package/lib/engine/js-extensions/Object3D.js +136 -136
  256. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  257. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  258. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  259. package/lib/engine/js-extensions/Vector.js +13 -13
  260. package/lib/engine/js-extensions/index.d.ts +5 -5
  261. package/lib/engine/js-extensions/index.js +5 -5
  262. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  263. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  264. package/lib/engine/shaders/shaderData.d.ts +55 -55
  265. package/lib/engine/shaders/shaderData.js +58 -58
  266. package/lib/engine/tests/test_utils.d.ts +2 -2
  267. package/lib/engine/tests/test_utils.js +53 -53
  268. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  269. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  270. package/lib/engine/webcomponents/api.d.ts +5 -5
  271. package/lib/engine/webcomponents/api.js +4 -4
  272. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  273. package/lib/engine/webcomponents/buttons.js +264 -264
  274. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  275. package/lib/engine/webcomponents/fonts.js +32 -32
  276. package/lib/engine/webcomponents/icons.d.ts +9 -9
  277. package/lib/engine/webcomponents/icons.js +52 -52
  278. package/lib/engine/webcomponents/index.d.ts +1 -1
  279. package/lib/engine/webcomponents/index.js +1 -1
  280. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  281. package/lib/engine/webcomponents/logo-element.js +67 -67
  282. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  283. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  284. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  285. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  286. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  287. package/lib/engine/webcomponents/needle-button.js +161 -161
  288. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  289. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  290. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  291. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  292. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  293. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  294. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  295. package/lib/engine/webcomponents/needle-engine.js +821 -821
  296. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  297. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  298. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  299. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  300. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  301. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  302. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  303. package/lib/engine/xr/NeedleXRSync.js +188 -188
  304. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  305. package/lib/engine/xr/SceneTransition.js +69 -69
  306. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  307. package/lib/engine/xr/TempXRContext.js +187 -187
  308. package/lib/engine/xr/XRRig.d.ts +7 -7
  309. package/lib/engine/xr/XRRig.js +1 -1
  310. package/lib/engine/xr/api.d.ts +6 -6
  311. package/lib/engine/xr/api.js +6 -6
  312. package/lib/engine/xr/events.d.ts +66 -66
  313. package/lib/engine/xr/events.js +93 -93
  314. package/lib/engine/xr/internal.d.ts +12 -12
  315. package/lib/engine/xr/internal.js +25 -25
  316. package/lib/engine/xr/usdz.d.ts +12 -12
  317. package/lib/engine/xr/usdz.js +29 -29
  318. package/lib/engine/xr/utils.d.ts +11 -11
  319. package/lib/engine/xr/utils.js +34 -34
  320. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  321. package/lib/engine-components/AlignmentConstraint.js +39 -39
  322. package/lib/engine-components/Animation.d.ts +156 -156
  323. package/lib/engine-components/Animation.js +508 -508
  324. package/lib/engine-components/AnimationCurve.d.ts +40 -40
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  996. package/src/engine-components/ui/PointerEvents.ts +206 -206
  997. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  998. package/src/engine-components/ui/Raycaster.ts +102 -102
  999. package/src/engine-components/ui/RectTransform.ts +375 -375
  1000. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1001. package/src/engine-components/ui/Symbols.ts +1 -1
  1002. package/src/engine-components/ui/Text.ts +578 -578
  1003. package/src/engine-components/ui/Utils.ts +113 -113
  1004. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1005. package/src/engine-components/utils/LookAt.ts +88 -88
  1006. package/src/engine-components/utils/OpenURL.ts +114 -114
  1007. package/src/engine-components/webxr/Avatar.ts +265 -265
  1008. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1009. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1010. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1011. package/src/engine-components/webxr/WebXR.ts +585 -585
  1012. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1013. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1014. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1015. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1016. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1017. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1018. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1019. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1020. package/src/engine-components/webxr/index.ts +2 -2
  1021. package/src/engine-components/webxr/types.ts +3 -3
  1022. package/src/engine-components-experimental/Presentation.ts +12 -12
  1023. package/src/engine-components-experimental/api.ts +4 -4
  1024. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1025. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1026. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1027. package/src/engine-schemes/README.md +1 -1
  1028. package/src/engine-schemes/api.ts +12 -12
  1029. package/src/engine-schemes/schemes.ts +28 -28
  1030. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1031. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1032. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1033. package/src/engine-schemes/transform.ts +50 -50
  1034. package/src/engine-schemes/transforms.fbs +25 -25
  1035. package/src/engine-schemes/vec.fbs +19 -19
  1036. package/src/engine-schemes/vec2.ts +33 -33
  1037. package/src/engine-schemes/vec3.ts +38 -38
  1038. package/src/engine-schemes/vec4.ts +43 -43
  1039. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1040. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1041. package/src/include/draco/draco_decoder.js +34 -34
  1042. package/src/include/ktx2/basis_transcoder.js +21 -21
  1043. package/src/include/needle/arial-msdf.json +1471 -1471
  1044. package/src/include/three/DragControls.js +231 -231
  1045. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1046. package/src/needle-engine.ts +70 -70
  1047. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +0 -25
  1048. package/src/engine-schemes/dist/api.js +0 -17
  1049. package/src/engine-schemes/dist/api.js.meta +0 -7
  1050. package/src/engine-schemes/dist/schemes.js +0 -25
  1051. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1052. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1053. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1054. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1055. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1056. package/src/engine-schemes/dist/transform.js +0 -46
  1057. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1058. package/src/engine-schemes/dist/vec2.js +0 -32
  1059. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1060. package/src/engine-schemes/dist/vec3.js +0 -36
  1061. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1062. package/src/engine-schemes/dist/vec4.js +0 -40
  1063. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1064. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1065. 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