@needle-tools/engine 4.7.2-alpha → 4.7.2-next.6f2cd71

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 (1067) hide show
  1. package/CHANGELOG.md +3782 -3782
  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-zdhlW609.umd.cjs → gltf-progressive-B9o1T8Vr.umd.cjs} +1 -1
  7. package/dist/{gltf-progressive-YjtQYFa9.js → gltf-progressive-DO0SisAM.js} +2 -2
  8. package/dist/{gltf-progressive-yOP1mp5W.min.js → gltf-progressive-DQF10PJE.min.js} +1 -1
  9. package/dist/{needle-engine.bundle-BhDF-YSv.min.js → needle-engine.bundle-B-NoV0t_.min.js} +64 -64
  10. package/dist/{needle-engine.bundle-D2myV4E4.umd.cjs → needle-engine.bundle-BMnlxDfi.umd.cjs} +59 -59
  11. package/dist/{needle-engine.bundle-gp00DTS4.js → needle-engine.bundle-CFi0ugBx.js} +638 -638
  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 +164 -164
  60. package/lib/engine/engine_addressables.js +601 -601
  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 -1673
  79. package/lib/engine/engine_context_registry.d.ts +71 -71
  80. package/lib/engine/engine_context_registry.js +117 -117
  81. package/lib/engine/engine_coroutine.d.ts +35 -35
  82. package/lib/engine/engine_coroutine.js +52 -52
  83. package/lib/engine/engine_create_objects.d.ts +119 -119
  84. package/lib/engine/engine_create_objects.js +320 -320
  85. package/lib/engine/engine_default_parameters.d.ts +2 -2
  86. package/lib/engine/engine_default_parameters.js +3 -3
  87. package/lib/engine/engine_editor-sync.d.ts +21 -21
  88. package/lib/engine/engine_editor-sync.js +4 -4
  89. package/lib/engine/engine_fileloader.d.ts +2 -2
  90. package/lib/engine/engine_fileloader.js +8 -8
  91. package/lib/engine/engine_gameobject.d.ts +68 -68
  92. package/lib/engine/engine_gameobject.js +619 -619
  93. package/lib/engine/engine_generic_utils.d.ts +1 -1
  94. package/lib/engine/engine_generic_utils.js +13 -13
  95. package/lib/engine/engine_gizmos.d.ts +149 -149
  96. package/lib/engine/engine_gizmos.js +530 -530
  97. package/lib/engine/engine_gltf.d.ts +12 -12
  98. package/lib/engine/engine_gltf.js +15 -15
  99. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  100. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  101. package/lib/engine/engine_hot_reload.d.ts +8 -8
  102. package/lib/engine/engine_hot_reload.js +197 -197
  103. package/lib/engine/engine_input.d.ts +362 -362
  104. package/lib/engine/engine_input.js +1294 -1294
  105. package/lib/engine/engine_input_utils.d.ts +2 -2
  106. package/lib/engine/engine_input_utils.js +22 -22
  107. package/lib/engine/engine_instancing.d.ts +19 -19
  108. package/lib/engine/engine_instancing.js +39 -39
  109. package/lib/engine/engine_license.d.ts +11 -11
  110. package/lib/engine/engine_license.js +369 -369
  111. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  112. package/lib/engine/engine_lifecycle_api.js +106 -106
  113. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  114. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  115. package/lib/engine/engine_lightdata.d.ts +23 -23
  116. package/lib/engine/engine_lightdata.js +101 -101
  117. package/lib/engine/engine_loaders.callbacks.d.ts +97 -97
  118. package/lib/engine/engine_loaders.callbacks.js +86 -86
  119. package/lib/engine/engine_loaders.d.ts +48 -48
  120. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  121. package/lib/engine/engine_loaders.gltf.js +62 -62
  122. package/lib/engine/engine_loaders.js +337 -337
  123. package/lib/engine/engine_lods.d.ts +35 -35
  124. package/lib/engine/engine_lods.js +160 -160
  125. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  126. package/lib/engine/engine_mainloop_utils.js +466 -466
  127. package/lib/engine/engine_math.d.ts +114 -114
  128. package/lib/engine/engine_math.js +247 -247
  129. package/lib/engine/engine_modules.d.ts +36 -36
  130. package/lib/engine/engine_modules.js +85 -85
  131. package/lib/engine/engine_networking.d.ts +260 -260
  132. package/lib/engine/engine_networking.js +764 -764
  133. package/lib/engine/engine_networking_auto.d.ts +24 -24
  134. package/lib/engine/engine_networking_auto.js +310 -310
  135. package/lib/engine/engine_networking_blob.d.ts +48 -48
  136. package/lib/engine/engine_networking_blob.js +228 -228
  137. package/lib/engine/engine_networking_files.d.ts +35 -35
  138. package/lib/engine/engine_networking_files.js +172 -172
  139. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  140. package/lib/engine/engine_networking_files_default_components.js +42 -42
  141. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  142. package/lib/engine/engine_networking_instantiate.js +345 -345
  143. package/lib/engine/engine_networking_peer.d.ts +15 -15
  144. package/lib/engine/engine_networking_peer.js +132 -132
  145. package/lib/engine/engine_networking_streams.d.ts +123 -123
  146. package/lib/engine/engine_networking_streams.js +645 -645
  147. package/lib/engine/engine_networking_types.d.ts +22 -22
  148. package/lib/engine/engine_networking_types.js +7 -7
  149. package/lib/engine/engine_networking_utils.d.ts +2 -2
  150. package/lib/engine/engine_networking_utils.js +20 -20
  151. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  152. package/lib/engine/engine_networking_websocket.js +2 -2
  153. package/lib/engine/engine_patcher.d.ts +10 -10
  154. package/lib/engine/engine_patcher.js +142 -142
  155. package/lib/engine/engine_physics.d.ts +152 -152
  156. package/lib/engine/engine_physics.js +645 -645
  157. package/lib/engine/engine_physics.types.d.ts +40 -40
  158. package/lib/engine/engine_physics.types.js +33 -33
  159. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  160. package/lib/engine/engine_physics_rapier.js +1433 -1433
  161. package/lib/engine/engine_playerview.d.ts +26 -26
  162. package/lib/engine/engine_playerview.js +64 -64
  163. package/lib/engine/engine_scenelighting.d.ts +71 -71
  164. package/lib/engine/engine_scenelighting.js +226 -226
  165. package/lib/engine/engine_serialization.d.ts +3 -3
  166. package/lib/engine/engine_serialization.js +3 -3
  167. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  168. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  169. package/lib/engine/engine_serialization_core.d.ts +94 -94
  170. package/lib/engine/engine_serialization_core.js +607 -607
  171. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  172. package/lib/engine/engine_serialization_decorator.js +66 -66
  173. package/lib/engine/engine_setup.d.ts +1 -1
  174. package/lib/engine/engine_setup.js +2 -2
  175. package/lib/engine/engine_shaders.d.ts +53 -53
  176. package/lib/engine/engine_shaders.js +252 -252
  177. package/lib/engine/engine_shims.d.ts +4 -4
  178. package/lib/engine/engine_shims.js +24 -24
  179. package/lib/engine/engine_test_utils.d.ts +39 -39
  180. package/lib/engine/engine_test_utils.js +83 -83
  181. package/lib/engine/engine_texture.d.ts +28 -28
  182. package/lib/engine/engine_texture.js +64 -64
  183. package/lib/engine/engine_three_utils.d.ts +204 -204
  184. package/lib/engine/engine_three_utils.js +788 -788
  185. package/lib/engine/engine_time.d.ts +51 -51
  186. package/lib/engine/engine_time.js +82 -82
  187. package/lib/engine/engine_time_utils.d.ts +88 -88
  188. package/lib/engine/engine_time_utils.js +215 -215
  189. package/lib/engine/engine_tonemapping.d.ts +6 -6
  190. package/lib/engine/engine_tonemapping.js +197 -197
  191. package/lib/engine/engine_types.d.ts +578 -578
  192. package/lib/engine/engine_types.js +95 -95
  193. package/lib/engine/engine_typestore.d.ts +28 -28
  194. package/lib/engine/engine_typestore.js +55 -55
  195. package/lib/engine/engine_util_decorator.d.ts +13 -13
  196. package/lib/engine/engine_util_decorator.js +116 -116
  197. package/lib/engine/engine_utils.d.ts +248 -248
  198. package/lib/engine/engine_utils.js +1012 -1012
  199. package/lib/engine/engine_utils_format.d.ts +24 -24
  200. package/lib/engine/engine_utils_format.js +239 -239
  201. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  202. package/lib/engine/engine_utils_screenshot.js +522 -522
  203. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  204. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  205. package/lib/engine/engine_xr.d.ts +1 -1
  206. package/lib/engine/engine_xr.js +1 -1
  207. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  208. package/lib/engine/export/gltf/Writers.js +24 -24
  209. package/lib/engine/export/gltf/index.d.ts +11 -11
  210. package/lib/engine/export/gltf/index.js +123 -123
  211. package/lib/engine/export/index.d.ts +2 -2
  212. package/lib/engine/export/index.js +2 -2
  213. package/lib/engine/export/state.d.ts +7 -7
  214. package/lib/engine/export/state.js +17 -17
  215. package/lib/engine/export/utils.d.ts +2 -2
  216. package/lib/engine/export/utils.js +7 -7
  217. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  218. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  219. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  220. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  221. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  222. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  223. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  224. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  225. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  226. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  227. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  228. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  229. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  230. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  231. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  232. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  233. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  234. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  235. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  236. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  237. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  238. package/lib/engine/extensions/extension_resolver.js +1 -1
  239. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  240. package/lib/engine/extensions/extension_utils.js +152 -152
  241. package/lib/engine/extensions/extensions.d.ts +32 -32
  242. package/lib/engine/extensions/extensions.js +107 -107
  243. package/lib/engine/extensions/index.d.ts +6 -6
  244. package/lib/engine/extensions/index.js +6 -6
  245. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  246. package/lib/engine/extensions/usage_tracker.js +65 -65
  247. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  248. package/lib/engine/js-extensions/Camera.js +39 -39
  249. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  250. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  251. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  252. package/lib/engine/js-extensions/Layers.js +22 -22
  253. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  254. package/lib/engine/js-extensions/Object3D.js +136 -136
  255. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  256. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  257. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  258. package/lib/engine/js-extensions/Vector.js +13 -13
  259. package/lib/engine/js-extensions/index.d.ts +5 -5
  260. package/lib/engine/js-extensions/index.js +5 -5
  261. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  262. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  263. package/lib/engine/shaders/shaderData.d.ts +55 -55
  264. package/lib/engine/shaders/shaderData.js +58 -58
  265. package/lib/engine/tests/test_utils.d.ts +2 -2
  266. package/lib/engine/tests/test_utils.js +53 -53
  267. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  268. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  269. package/lib/engine/webcomponents/api.d.ts +5 -5
  270. package/lib/engine/webcomponents/api.js +4 -4
  271. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  272. package/lib/engine/webcomponents/buttons.js +264 -264
  273. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  274. package/lib/engine/webcomponents/fonts.js +32 -32
  275. package/lib/engine/webcomponents/icons.d.ts +9 -9
  276. package/lib/engine/webcomponents/icons.js +52 -52
  277. package/lib/engine/webcomponents/index.d.ts +1 -1
  278. package/lib/engine/webcomponents/index.js +1 -1
  279. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  280. package/lib/engine/webcomponents/logo-element.js +67 -67
  281. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  282. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  283. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  284. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  285. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  286. package/lib/engine/webcomponents/needle-button.js +161 -161
  287. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  288. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  289. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  290. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  291. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  292. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  293. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  294. package/lib/engine/webcomponents/needle-engine.js +821 -821
  295. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  296. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  297. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  298. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  299. package/lib/engine/xr/NeedleXRSession.d.ts +340 -340
  300. package/lib/engine/xr/NeedleXRSession.js +1463 -1463
  301. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  302. package/lib/engine/xr/NeedleXRSync.js +188 -188
  303. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  304. package/lib/engine/xr/SceneTransition.js +69 -69
  305. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  306. package/lib/engine/xr/TempXRContext.js +187 -187
  307. package/lib/engine/xr/XRRig.d.ts +7 -7
  308. package/lib/engine/xr/XRRig.js +1 -1
  309. package/lib/engine/xr/api.d.ts +6 -6
  310. package/lib/engine/xr/api.js +6 -6
  311. package/lib/engine/xr/events.d.ts +66 -66
  312. package/lib/engine/xr/events.js +93 -93
  313. package/lib/engine/xr/internal.d.ts +12 -12
  314. package/lib/engine/xr/internal.js +25 -25
  315. package/lib/engine/xr/usdz.d.ts +12 -12
  316. package/lib/engine/xr/usdz.js +29 -29
  317. package/lib/engine/xr/utils.d.ts +11 -11
  318. package/lib/engine/xr/utils.js +34 -34
  319. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  320. package/lib/engine-components/AlignmentConstraint.js +39 -39
  321. package/lib/engine-components/Animation.d.ts +156 -156
  322. package/lib/engine-components/Animation.js +508 -508
  323. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  324. package/lib/engine-components/AnimationCurve.js +159 -159
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  998. package/src/engine-components/ui/PointerEvents.ts +206 -206
  999. package/src/engine-components/ui/RaycastUtils.ts +69 -69
  1000. package/src/engine-components/ui/Raycaster.ts +102 -102
  1001. package/src/engine-components/ui/RectTransform.ts +375 -375
  1002. package/src/engine-components/ui/SpatialHtml.ts +79 -79
  1003. package/src/engine-components/ui/Symbols.ts +1 -1
  1004. package/src/engine-components/ui/Text.ts +578 -578
  1005. package/src/engine-components/ui/Utils.ts +113 -113
  1006. package/src/engine-components/utils/EnvironmentScene.ts +245 -245
  1007. package/src/engine-components/utils/LookAt.ts +88 -88
  1008. package/src/engine-components/utils/OpenURL.ts +114 -114
  1009. package/src/engine-components/webxr/Avatar.ts +265 -265
  1010. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1011. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1012. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1013. package/src/engine-components/webxr/WebXR.ts +585 -585
  1014. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1015. package/src/engine-components/webxr/WebXRImageTracking.ts +519 -519
  1016. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1017. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1018. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1019. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1020. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1021. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1022. package/src/engine-components/webxr/index.ts +2 -2
  1023. package/src/engine-components/webxr/types.ts +3 -3
  1024. package/src/engine-components-experimental/Presentation.ts +12 -12
  1025. package/src/engine-components-experimental/api.ts +4 -4
  1026. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1027. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1028. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1029. package/src/engine-schemes/README.md +1 -1
  1030. package/src/engine-schemes/api.ts +12 -12
  1031. package/src/engine-schemes/schemes.ts +28 -28
  1032. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1033. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1034. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1035. package/src/engine-schemes/transform.ts +50 -50
  1036. package/src/engine-schemes/transforms.fbs +25 -25
  1037. package/src/engine-schemes/vec.fbs +19 -19
  1038. package/src/engine-schemes/vec2.ts +33 -33
  1039. package/src/engine-schemes/vec3.ts +38 -38
  1040. package/src/engine-schemes/vec4.ts +43 -43
  1041. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1042. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1043. package/src/include/draco/draco_decoder.js +34 -34
  1044. package/src/include/ktx2/basis_transcoder.js +21 -21
  1045. package/src/include/needle/arial-msdf.json +1471 -1471
  1046. package/src/include/three/DragControls.js +231 -231
  1047. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1048. package/src/needle-engine.ts +70 -70
  1049. package/dist/generateMeshBVH.worker-Cdfpaq5W.js +0 -25
  1050. package/src/engine-schemes/dist/api.js +0 -17
  1051. package/src/engine-schemes/dist/api.js.meta +0 -7
  1052. package/src/engine-schemes/dist/schemes.js +0 -25
  1053. package/src/engine-schemes/dist/schemes.js.meta +0 -7
  1054. package/src/engine-schemes/dist/synced-camera-model.js +0 -74
  1055. package/src/engine-schemes/dist/synced-camera-model.js.meta +0 -7
  1056. package/src/engine-schemes/dist/synced-transform-model.js +0 -73
  1057. package/src/engine-schemes/dist/synced-transform-model.js.meta +0 -7
  1058. package/src/engine-schemes/dist/transform.js +0 -46
  1059. package/src/engine-schemes/dist/transform.js.meta +0 -7
  1060. package/src/engine-schemes/dist/vec2.js +0 -32
  1061. package/src/engine-schemes/dist/vec2.js.meta +0 -7
  1062. package/src/engine-schemes/dist/vec3.js +0 -36
  1063. package/src/engine-schemes/dist/vec3.js.meta +0 -7
  1064. package/src/engine-schemes/dist/vec4.js +0 -40
  1065. package/src/engine-schemes/dist/vec4.js.meta +0 -7
  1066. package/src/engine-schemes/dist/vr-user-state-buffer.js +0 -110
  1067. 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