@onerjs/core 8.42.6 → 8.42.7

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Files changed (207) hide show
  1. package/Animations/animatorAvatar.d.ts +5 -2
  2. package/Animations/animatorAvatar.js +40 -27
  3. package/Animations/animatorAvatar.js.map +1 -1
  4. package/Cameras/Inputs/geospatialCameraMouseWheelInput.d.ts +1 -2
  5. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js +1 -2
  6. package/Cameras/Inputs/geospatialCameraMouseWheelInput.js.map +1 -1
  7. package/Cameras/Inputs/geospatialCameraPointersInput.d.ts +0 -4
  8. package/Cameras/Inputs/geospatialCameraPointersInput.js +1 -5
  9. package/Cameras/Inputs/geospatialCameraPointersInput.js.map +1 -1
  10. package/Cameras/cameraMovement.d.ts +1 -4
  11. package/Cameras/cameraMovement.js +1 -4
  12. package/Cameras/cameraMovement.js.map +1 -1
  13. package/Cameras/geospatialCamera.d.ts +22 -4
  14. package/Cameras/geospatialCamera.js +27 -9
  15. package/Cameras/geospatialCamera.js.map +1 -1
  16. package/Cameras/geospatialCameraMovement.d.ts +3 -3
  17. package/Cameras/geospatialCameraMovement.js +18 -18
  18. package/Cameras/geospatialCameraMovement.js.map +1 -1
  19. package/Engines/WebGPU/Extensions/engine.debugging.js +35 -13
  20. package/Engines/WebGPU/Extensions/engine.debugging.js.map +1 -1
  21. package/Engines/abstractEngine.js +2 -2
  22. package/Engines/abstractEngine.js.map +1 -1
  23. package/Engines/engineFeatures.d.ts +0 -2
  24. package/Engines/engineFeatures.js.map +1 -1
  25. package/Engines/nullEngine.js +0 -1
  26. package/Engines/nullEngine.js.map +1 -1
  27. package/Engines/thinEngine.js +0 -1
  28. package/Engines/thinEngine.js.map +1 -1
  29. package/Engines/thinNativeEngine.js +0 -1
  30. package/Engines/thinNativeEngine.js.map +1 -1
  31. package/Engines/thinWebGPUEngine.d.ts +9 -4
  32. package/Engines/thinWebGPUEngine.js +32 -32
  33. package/Engines/thinWebGPUEngine.js.map +1 -1
  34. package/Engines/webgpuEngine.d.ts +1 -0
  35. package/Engines/webgpuEngine.js +24 -165
  36. package/Engines/webgpuEngine.js.map +1 -1
  37. package/FrameGraph/Passes/renderPass.js +0 -3
  38. package/FrameGraph/Passes/renderPass.js.map +1 -1
  39. package/FrameGraph/Tasks/Rendering/objectRendererTask.d.ts +2 -3
  40. package/FrameGraph/Tasks/Rendering/objectRendererTask.js +5 -29
  41. package/FrameGraph/Tasks/Rendering/objectRendererTask.js.map +1 -1
  42. package/FrameGraph/frameGraph.js +3 -0
  43. package/FrameGraph/frameGraph.js.map +1 -1
  44. package/FrameGraph/frameGraphContext.js +1 -1
  45. package/FrameGraph/frameGraphContext.js.map +1 -1
  46. package/FrameGraph/frameGraphTask.d.ts +0 -2
  47. package/FrameGraph/frameGraphTask.js +15 -17
  48. package/FrameGraph/frameGraphTask.js.map +1 -1
  49. package/FrameGraph/frameGraphTextureManager.js +1 -1
  50. package/FrameGraph/frameGraphTextureManager.js.map +1 -1
  51. package/Gizmos/axisScaleGizmo.js +2 -2
  52. package/Gizmos/axisScaleGizmo.js.map +1 -1
  53. package/Gizmos/cameraGizmo.d.ts +1 -1
  54. package/Gizmos/cameraGizmo.js +1 -1
  55. package/Gizmos/cameraGizmo.js.map +1 -1
  56. package/Gizmos/gizmo.d.ts +4 -4
  57. package/Gizmos/gizmo.js +5 -5
  58. package/Gizmos/gizmo.js.map +1 -1
  59. package/Gizmos/gizmoManager.d.ts +2 -2
  60. package/Gizmos/gizmoManager.js +1 -1
  61. package/Gizmos/gizmoManager.js.map +1 -1
  62. package/Gizmos/planeRotationGizmo.d.ts +2 -2
  63. package/Gizmos/planeRotationGizmo.js +2 -3
  64. package/Gizmos/planeRotationGizmo.js.map +1 -1
  65. package/Gizmos/positionGizmo.d.ts +1 -1
  66. package/Gizmos/positionGizmo.js +2 -2
  67. package/Gizmos/positionGizmo.js.map +1 -1
  68. package/Gizmos/rotationGizmo.d.ts +1 -1
  69. package/Gizmos/rotationGizmo.js +3 -3
  70. package/Gizmos/rotationGizmo.js.map +1 -1
  71. package/Gizmos/scaleGizmo.d.ts +1 -1
  72. package/Gizmos/scaleGizmo.js +1 -1
  73. package/Gizmos/scaleGizmo.js.map +1 -1
  74. package/Loading/Plugins/babylonFileLoader.js +44 -14
  75. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  76. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.d.ts +12 -3
  77. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js +33 -8
  78. package/Materials/GaussianSplatting/gaussianSplattingSolidColorMaterialPlugin.js.map +1 -1
  79. package/Materials/uniformBuffer.d.ts +0 -4
  80. package/Materials/uniformBuffer.js +0 -8
  81. package/Materials/uniformBuffer.js.map +1 -1
  82. package/Maths/index.d.ts +2 -0
  83. package/Maths/index.js +2 -0
  84. package/Maths/index.js.map +1 -1
  85. package/Maths/math.geospatial.d.ts +12 -0
  86. package/Maths/math.geospatial.functions.d.ts +19 -0
  87. package/Maths/math.geospatial.functions.js +27 -0
  88. package/Maths/math.geospatial.functions.js.map +1 -0
  89. package/Maths/math.geospatial.js +2 -0
  90. package/Maths/math.geospatial.js.map +1 -0
  91. package/Meshes/mesh.js +1 -1
  92. package/Meshes/mesh.js.map +1 -1
  93. package/Navigation/INavigationEngine.d.ts +2 -2
  94. package/Navigation/INavigationEngine.js.map +1 -1
  95. package/Navigation/Plugins/recastJSPlugin.d.ts +2 -2
  96. package/Navigation/Plugins/recastJSPlugin.js +14 -5
  97. package/Navigation/Plugins/recastJSPlugin.js.map +1 -1
  98. package/Physics/castingResult.d.ts +4 -1
  99. package/Physics/castingResult.js +1 -1
  100. package/Physics/castingResult.js.map +1 -1
  101. package/Physics/joinedPhysicsEngineComponent.js +1 -1
  102. package/Physics/joinedPhysicsEngineComponent.js.map +1 -1
  103. package/Physics/physicsHelper.d.ts +8 -8
  104. package/Physics/physicsHelper.js +7 -7
  105. package/Physics/physicsHelper.js.map +1 -1
  106. package/Physics/shapeCastResult.d.ts +4 -0
  107. package/Physics/shapeCastResult.js +7 -0
  108. package/Physics/shapeCastResult.js.map +1 -1
  109. package/Physics/v2/IPhysicsEnginePlugin.d.ts +51 -4
  110. package/Physics/v2/IPhysicsEnginePlugin.js +12 -12
  111. package/Physics/v2/IPhysicsEnginePlugin.js.map +1 -1
  112. package/Physics/v2/characterController.js.map +1 -1
  113. package/Physics/v2/physicsBody.js.map +1 -1
  114. package/Physics/v2/physicsConstraint.d.ts +1 -1
  115. package/Physics/v2/physicsConstraint.js +1 -1
  116. package/Physics/v2/physicsConstraint.js.map +1 -1
  117. package/Physics/v2/physicsEngine.d.ts +0 -5
  118. package/Physics/v2/physicsEngine.js +0 -5
  119. package/Physics/v2/physicsEngine.js.map +1 -1
  120. package/Physics/v2/physicsEngineComponent.d.ts +1 -1
  121. package/Physics/v2/physicsEngineComponent.js.map +1 -1
  122. package/Physics/v2/physicsMaterial.d.ts +6 -0
  123. package/Physics/v2/physicsMaterial.js +2 -2
  124. package/Physics/v2/physicsMaterial.js.map +1 -1
  125. package/Physics/v2/ragdoll.js.map +1 -1
  126. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js +4 -1
  127. package/Rendering/IBLShadows/iblShadowsVoxelRenderer.js.map +1 -1
  128. package/Rendering/edgesRenderer.js +1 -0
  129. package/Rendering/edgesRenderer.js.map +1 -1
  130. package/Rendering/objectRenderer.js +8 -4
  131. package/Rendering/objectRenderer.js.map +1 -1
  132. package/Rendering/renderingGroup.d.ts +1 -1
  133. package/Rendering/renderingGroup.js +1 -1
  134. package/Rendering/renderingGroup.js.map +1 -1
  135. package/Rendering/renderingManager.d.ts +1 -1
  136. package/Rendering/renderingManager.js.map +1 -1
  137. package/Shaders/iblVoxelGrid.fragment.js +4 -1
  138. package/Shaders/iblVoxelGrid.fragment.js.map +1 -1
  139. package/ShadersWGSL/background.vertex.js +8 -8
  140. package/ShadersWGSL/background.vertex.js.map +1 -1
  141. package/ShadersWGSL/boundingBoxRenderer.vertex.js +2 -2
  142. package/ShadersWGSL/boundingBoxRenderer.vertex.js.map +1 -1
  143. package/ShadersWGSL/clearQuad.vertex.js +1 -1
  144. package/ShadersWGSL/clearQuad.vertex.js.map +1 -1
  145. package/ShadersWGSL/color.vertex.js +1 -1
  146. package/ShadersWGSL/color.vertex.js.map +1 -1
  147. package/ShadersWGSL/depth.vertex.js +3 -3
  148. package/ShadersWGSL/depth.vertex.js.map +1 -1
  149. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js +2 -2
  150. package/ShadersWGSL/fluidRenderingParticleDepth.vertex.js.map +1 -1
  151. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js +2 -2
  152. package/ShadersWGSL/fluidRenderingParticleDiffuse.vertex.js.map +1 -1
  153. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js +2 -2
  154. package/ShadersWGSL/fluidRenderingParticleThickness.vertex.js.map +1 -1
  155. package/ShadersWGSL/fxaa.vertex.js +1 -1
  156. package/ShadersWGSL/fxaa.vertex.js.map +1 -1
  157. package/ShadersWGSL/gaussianSplatting.vertex.js +3 -3
  158. package/ShadersWGSL/gaussianSplatting.vertex.js.map +1 -1
  159. package/ShadersWGSL/gaussianSplattingDepth.vertex.js +3 -3
  160. package/ShadersWGSL/gaussianSplattingDepth.vertex.js.map +1 -1
  161. package/ShadersWGSL/geometry.vertex.js +4 -4
  162. package/ShadersWGSL/geometry.vertex.js.map +1 -1
  163. package/ShadersWGSL/glowMapGeneration.vertex.js +4 -4
  164. package/ShadersWGSL/glowMapGeneration.vertex.js.map +1 -1
  165. package/ShadersWGSL/glowMapMerge.vertex.js +1 -1
  166. package/ShadersWGSL/glowMapMerge.vertex.js.map +1 -1
  167. package/ShadersWGSL/greasedLine.vertex.js +10 -4
  168. package/ShadersWGSL/greasedLine.vertex.js.map +1 -1
  169. package/ShadersWGSL/hdrFiltering.vertex.js +1 -1
  170. package/ShadersWGSL/hdrFiltering.vertex.js.map +1 -1
  171. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js +1 -1
  172. package/ShadersWGSL/hdrIrradianceFiltering.vertex.js.map +1 -1
  173. package/ShadersWGSL/iblVoxelGrid.vertex.js +2 -2
  174. package/ShadersWGSL/iblVoxelGrid.vertex.js.map +1 -1
  175. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js +1 -1
  176. package/ShadersWGSL/iblVoxelSlabDebug.vertex.js.map +1 -1
  177. package/ShadersWGSL/kernelBlur.vertex.js +2 -2
  178. package/ShadersWGSL/kernelBlur.vertex.js.map +1 -1
  179. package/ShadersWGSL/layer.vertex.js +1 -1
  180. package/ShadersWGSL/layer.vertex.js.map +1 -1
  181. package/ShadersWGSL/lensFlare.vertex.js +1 -1
  182. package/ShadersWGSL/lensFlare.vertex.js.map +1 -1
  183. package/ShadersWGSL/line.vertex.js +2 -2
  184. package/ShadersWGSL/line.vertex.js.map +1 -1
  185. package/ShadersWGSL/meshUVSpaceRenderer.vertex.js +2 -2
  186. package/ShadersWGSL/meshUVSpaceRenderer.vertex.js.map +1 -1
  187. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js +1 -1
  188. package/ShadersWGSL/meshUVSpaceRendererFinaliser.vertex.js.map +1 -1
  189. package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js +1 -1
  190. package/ShadersWGSL/meshUVSpaceRendererMasker.vertex.js.map +1 -1
  191. package/ShadersWGSL/particles.vertex.js +9 -9
  192. package/ShadersWGSL/particles.vertex.js.map +1 -1
  193. package/ShadersWGSL/picking.vertex.js +2 -2
  194. package/ShadersWGSL/picking.vertex.js.map +1 -1
  195. package/ShadersWGSL/procedural.vertex.js +1 -1
  196. package/ShadersWGSL/procedural.vertex.js.map +1 -1
  197. package/ShadersWGSL/shadowMap.vertex.js +4 -4
  198. package/ShadersWGSL/shadowMap.vertex.js.map +1 -1
  199. package/ShadersWGSL/sprites.vertex.js +3 -3
  200. package/ShadersWGSL/sprites.vertex.js.map +1 -1
  201. package/XR/features/WebXRControllerPhysics.js +0 -2
  202. package/XR/features/WebXRControllerPhysics.js.map +1 -1
  203. package/XR/features/WebXRHandTracking.js +3 -6
  204. package/XR/features/WebXRHandTracking.js.map +1 -1
  205. package/package.json +1 -1
  206. package/scene.js +2 -1
  207. package/scene.js.map +1 -1
@@ -242,12 +242,12 @@ declare class PhysicsVortexEvent {
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  */
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  enable(): void;
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  /**
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- * Disables the cortex.
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+ * Disables the vortex.
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  */
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  disable(): void;
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  /**
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- * Disposes the sphere.
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- * @param force
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+ * Disposes the cylinder.
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+ * @param force Specifies if the vortex should be disposed by force
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  */
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  dispose(force?: boolean): void;
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  private _getHitData;
@@ -259,7 +259,7 @@ declare class PhysicsVortexEvent {
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  private _intersectsWithCylinder;
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  }
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  /**
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- * Options fot the radial explosion event
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+ * Options for the radial explosion event
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  * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
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  */
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  export declare class PhysicsRadialExplosionEventOptions {
@@ -283,16 +283,16 @@ export declare class PhysicsRadialExplosionEventOptions {
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  diameter: number;
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  };
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  /**
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- * Sphere options for the radial explosion.
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+ * Callback that is triggered when the radial explosion affects impostors.
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  */
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  affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
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  /**
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- * Sphere options for the radial explosion.
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+ * Callback that is triggered when the radial explosion affects bodies.
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  */
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  affectedBodiesCallback: (affectedBodiesWithData: Array<PhysicsAffectedBodyWithData>) => void;
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  }
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  /**
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- * Options fot the updraft event
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+ * Options for the updraft event
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  * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
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  */
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  export declare class PhysicsUpdraftEventOptions {
@@ -314,7 +314,7 @@ export declare class PhysicsUpdraftEventOptions {
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  updraftMode: PhysicsUpdraftMode;
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  }
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  /**
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- * Options fot the vortex event
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+ * Options for the vortex event
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  * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
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  */
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  export declare class PhysicsVortexEventOptions {
@@ -602,7 +602,7 @@ class PhysicsUpdraftEvent {
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  data.distanceFromOrigin = distanceFromOrigin;
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  }
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  _getBodyHitData(body, data, instanceIndex) {
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- if (HelperTools.HasAppliedForces(body)) {
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+ if (HelperTools.HasAppliedForces(body, instanceIndex)) {
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  return false;
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  }
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  const center = body.getObjectCenterWorld(instanceIndex);
@@ -712,14 +712,14 @@ class PhysicsVortexEvent {
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  this._scene.registerBeforeRender(this._tickCallback);
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  }
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  /**
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- * Disables the cortex.
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+ * Disables the vortex.
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  */
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  disable() {
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  this._scene.unregisterBeforeRender(this._tickCallback);
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  }
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  /**
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- * Disposes the sphere.
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- * @param force
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+ * Disposes the cylinder.
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+ * @param force Specifies if the vortex should be disposed by force
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  */
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  dispose(force = true) {
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  if (!this._cylinder) {
@@ -843,7 +843,7 @@ class PhysicsVortexEvent {
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  PhysicsVortexEvent._OriginOnPlane = Vector3.Zero();
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  PhysicsVortexEvent._HitData = { force: new Vector3(), contactPoint: new Vector3(), distanceFromOrigin: 0 };
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  /**
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- * Options fot the radial explosion event
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+ * Options for the radial explosion event
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  * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
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  */
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  export class PhysicsRadialExplosionEventOptions {
@@ -867,7 +867,7 @@ export class PhysicsRadialExplosionEventOptions {
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  }
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  }
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  /**
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- * Options fot the updraft event
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+ * Options for the updraft event
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  * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
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  */
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  export class PhysicsUpdraftEventOptions {
@@ -891,7 +891,7 @@ export class PhysicsUpdraftEventOptions {
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  }
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  }
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  /**
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- * Options fot the vortex event
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+ * Options for the vortex event
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  * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class
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  */
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  export class PhysicsVortexEventOptions {
@@ -1 +1 @@
1
- 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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { PhysicsEngine as PhysicsEngineV1 } from \"./physicsEngine\";\r\nimport type { PhysicsEngine as PhysicsEngineV2 } from \"./v2/physicsEngine\";\r\nimport type { IPhysicsEngine } from \"./IPhysicsEngine\";\r\nimport type { PhysicsImpostor } from \"./v1/physicsImpostor\";\r\nimport type { PhysicsBody } from \"./v2/physicsBody\";\r\nimport { PhysicsMotionType } from \"./v2/IPhysicsEnginePlugin\";\r\n\r\nclass HelperTools {\r\n /*\r\n * Gets the hit contact point between a mesh and a ray. The method varies between\r\n * the different plugin versions; V1 uses a mesh intersection, V2 uses the physics body instance/object center (to avoid a raycast and improve perf).\r\n */\r\n static GetContactPointToRef(mesh: AbstractMesh, origin: Vector3, direction: Vector3, result: Vector3, instanceIndex?: number): boolean {\r\n const engine = mesh.getScene().getPhysicsEngine();\r\n const pluginVersion = engine?.getPluginVersion();\r\n if (pluginVersion === 1) {\r\n const ray = new Ray(origin, direction);\r\n const hit = ray.intersectsMesh(mesh);\r\n if (hit.hit && hit.pickedPoint) {\r\n result.copyFrom(hit.pickedPoint);\r\n return true;\r\n }\r\n } else if (pluginVersion === 2) {\r\n mesh.physicsBody!.getObjectCenterWorldToRef(result, instanceIndex);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if a body will be affected by forces\r\n * @param body the body to check\r\n * @param instanceIndex for instanced bodies, the index of the instance to check\r\n * @returns\r\n */\r\n static HasAppliedForces(body: PhysicsBody, instanceIndex?: number) {\r\n const mesh = body.transformNode as Mesh;\r\n return (\r\n body.getMotionType(instanceIndex) === PhysicsMotionType.STATIC ||\r\n (body.getMassProperties(instanceIndex)?.mass ?? 0) === 0 ||\r\n (mesh && mesh.getTotalVertices && mesh.getTotalVertices() === 0)\r\n );\r\n }\r\n\r\n /**\r\n * Checks if a point is inside a cylinder\r\n * @param point point to check\r\n * @param origin cylinder origin on the bottom\r\n * @param radius cylinder radius\r\n * @param height cylinder height\r\n * @returns\r\n */\r\n static IsInsideCylinder(point: Vector3, origin: Vector3, radius: number, height: number): boolean {\r\n const distance = TmpVectors.Vector3[0];\r\n point.subtractToRef(origin, distance);\r\n return Math.abs(distance.x) <= radius && Math.abs(distance.z) <= radius && distance.y >= 0 && distance.y <= height;\r\n }\r\n}\r\n\r\n/**\r\n * A helper for physics simulations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsHelper {\r\n private _scene: Scene;\r\n private _physicsEngine: Nullable<IPhysicsEngine>;\r\n private _hitData: PhysicsHitData = { force: new Vector3(), contactPoint: new Vector3(), distanceFromOrigin: 0 };\r\n\r\n /**\r\n * Initializes the Physics helper\r\n * @param scene Babylon.js scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._physicsEngine = this._scene.getPhysicsEngine();\r\n\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you can use the methods.\");\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * Applies a radial explosion impulse\r\n * @param origin the origin of the explosion\r\n * @param radiusOrEventOptions the radius or the options of radial explosion\r\n * @param strength the explosion strength\r\n * @param falloff possible options: Constant & Linear. Defaults to Constant\r\n * @returns A physics radial explosion event, or null\r\n */\r\n public applyRadialExplosionImpulse(\r\n origin: Vector3,\r\n radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions,\r\n strength?: number,\r\n falloff?: PhysicsRadialImpulseFalloff\r\n ): Nullable<PhysicsRadialExplosionEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call this method.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n let useCallback = false;\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsRadialExplosionEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.falloff = falloff ?? radiusOrEventOptions.falloff;\r\n } else {\r\n useCallback = !!(radiusOrEventOptions.affectedImpostorsCallback || radiusOrEventOptions.affectedBodiesCallback);\r\n }\r\n\r\n const event = new PhysicsRadialExplosionEvent(this._scene, radiusOrEventOptions);\r\n\r\n const hitData = this._hitData;\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n const affectedImpostorsWithData = Array<PhysicsAffectedImpostorWithData>();\r\n const impostors = (<PhysicsEngineV1>this._physicsEngine).getImpostors();\r\n for (const impostor of impostors) {\r\n if (!event.getImpostorHitData(impostor, origin, hitData)) {\r\n continue;\r\n }\r\n\r\n impostor.applyImpulse(hitData.force, hitData.contactPoint);\r\n\r\n if (useCallback) {\r\n affectedImpostorsWithData.push({\r\n impostor: impostor,\r\n hitData: this._copyPhysicsHitData(hitData),\r\n });\r\n }\r\n }\r\n\r\n event.triggerAffectedImpostorsCallback(affectedImpostorsWithData);\r\n } else {\r\n this._applicationForBodies(event, origin, hitData, useCallback, (body: PhysicsBody, hitData: PhysicsHitData) => {\r\n body.applyImpulse(hitData.force, hitData.contactPoint, hitData.instanceIndex);\r\n });\r\n }\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Applies a radial explosion force\r\n * @param origin the origin of the explosion\r\n * @param radiusOrEventOptions the radius or the options of radial explosion\r\n * @param strength the explosion strength\r\n * @param falloff possible options: Constant & Linear. Defaults to Constant\r\n * @returns A physics radial explosion event, or null\r\n */\r\n public applyRadialExplosionForce(\r\n origin: Vector3,\r\n radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions,\r\n strength?: number,\r\n falloff?: PhysicsRadialImpulseFalloff\r\n ): Nullable<PhysicsRadialExplosionEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n let useCallback = false;\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsRadialExplosionEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.falloff = falloff ?? radiusOrEventOptions.falloff;\r\n } else {\r\n useCallback = !!(radiusOrEventOptions.affectedImpostorsCallback || radiusOrEventOptions.affectedBodiesCallback);\r\n }\r\n\r\n const event = new PhysicsRadialExplosionEvent(this._scene, radiusOrEventOptions);\r\n\r\n const hitData = this._hitData;\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n const affectedImpostorsWithData = Array<PhysicsAffectedImpostorWithData>();\r\n const impostors = (<PhysicsEngineV1>this._physicsEngine).getImpostors();\r\n for (const impostor of impostors) {\r\n if (!event.getImpostorHitData(impostor, origin, hitData)) {\r\n continue;\r\n }\r\n\r\n impostor.applyForce(hitData.force, hitData.contactPoint);\r\n\r\n if (useCallback) {\r\n affectedImpostorsWithData.push({\r\n impostor: impostor,\r\n hitData: this._copyPhysicsHitData(hitData),\r\n });\r\n }\r\n }\r\n\r\n event.triggerAffectedImpostorsCallback(affectedImpostorsWithData);\r\n } else {\r\n this._applicationForBodies(event, origin, hitData, useCallback, (body: PhysicsBody, hitData: PhysicsHitData) => {\r\n body.applyForce(hitData.force, hitData.contactPoint, hitData.instanceIndex);\r\n });\r\n }\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n private _applicationForBodies(\r\n event: PhysicsRadialExplosionEvent,\r\n origin: Vector3,\r\n hitData: PhysicsHitData,\r\n useCallback: boolean,\r\n fnApplication: (body: PhysicsBody, hitData: PhysicsHitData, instanceIndex?: number) => void\r\n ) {\r\n const affectedBodiesWithData = Array<PhysicsAffectedBodyWithData>();\r\n const bodies = (<PhysicsEngineV2>this._physicsEngine).getBodies();\r\n for (const body of bodies) {\r\n body.iterateOverAllInstances((body, instanceIndex) => {\r\n if (!event.getBodyHitData(body, origin, hitData, instanceIndex)) {\r\n return;\r\n }\r\n fnApplication(body, hitData);\r\n\r\n if (useCallback) {\r\n affectedBodiesWithData.push({\r\n body: body,\r\n hitData: this._copyPhysicsHitData(hitData),\r\n });\r\n }\r\n });\r\n }\r\n\r\n event.triggerAffectedBodiesCallback(affectedBodiesWithData);\r\n }\r\n\r\n /**\r\n * Creates a gravitational field\r\n * @param origin the origin of the gravitational field\r\n * @param radiusOrEventOptions the radius or the options of radial gravitational field\r\n * @param strength the gravitational field strength\r\n * @param falloff possible options: Constant & Linear. Defaults to Constant\r\n * @returns A physics gravitational field event, or null\r\n */\r\n public gravitationalField(\r\n origin: Vector3,\r\n radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions,\r\n strength?: number,\r\n falloff?: PhysicsRadialImpulseFalloff\r\n ): Nullable<PhysicsGravitationalFieldEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsRadialExplosionEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.falloff = falloff ?? radiusOrEventOptions.falloff;\r\n }\r\n\r\n const event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radiusOrEventOptions);\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Creates a physics updraft event\r\n * @param origin the origin of the updraft\r\n * @param radiusOrEventOptions the radius or the options of the updraft\r\n * @param strength the strength of the updraft\r\n * @param height the height of the updraft\r\n * @param updraftMode possible options: Center & Perpendicular. Defaults to Center\r\n * @returns A physics updraft event, or null\r\n */\r\n public updraft(\r\n origin: Vector3,\r\n radiusOrEventOptions: number | PhysicsUpdraftEventOptions,\r\n strength?: number,\r\n height?: number,\r\n updraftMode?: PhysicsUpdraftMode\r\n ): Nullable<PhysicsUpdraftEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsUpdraftEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.height = height ?? radiusOrEventOptions.height;\r\n radiusOrEventOptions.updraftMode = updraftMode ?? radiusOrEventOptions.updraftMode;\r\n }\r\n\r\n const event = new PhysicsUpdraftEvent(this._scene, origin, radiusOrEventOptions);\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Creates a physics vortex event\r\n * @param origin the of the vortex\r\n * @param radiusOrEventOptions the radius or the options of the vortex\r\n * @param strength the strength of the vortex\r\n * @param height the height of the vortex\r\n * @returns a Physics vortex event, or null\r\n * A physics vortex event or null\r\n */\r\n public vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsVortexEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.height = height ?? radiusOrEventOptions.height;\r\n }\r\n\r\n const event = new PhysicsVortexEvent(this._scene, origin, radiusOrEventOptions);\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n private _copyPhysicsHitData(data: PhysicsHitData): PhysicsHitData {\r\n return { force: data.force.clone(), contactPoint: data.contactPoint.clone(), distanceFromOrigin: data.distanceFromOrigin, instanceIndex: data.instanceIndex };\r\n }\r\n}\r\n\r\n/**\r\n * Represents a physics radial explosion event\r\n */\r\nclass PhysicsRadialExplosionEvent {\r\n private _sphere: Mesh; // create a sphere, so we can get the intersecting meshes inside\r\n private _dataFetched: boolean = false; // check if the data has been fetched. If not, do cleanup\r\n\r\n /**\r\n * Initializes a radial explosion event\r\n * @param _scene BabylonJS scene\r\n * @param _options The options for the vortex event\r\n */\r\n constructor(\r\n private _scene: Scene,\r\n private _options: PhysicsRadialExplosionEventOptions\r\n ) {\r\n this._options = { ...new PhysicsRadialExplosionEventOptions(), ...this._options };\r\n }\r\n\r\n /**\r\n * Returns the data related to the radial explosion event (sphere).\r\n * @returns The radial explosion event data\r\n */\r\n public getData(): PhysicsRadialExplosionEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n sphere: this._sphere,\r\n };\r\n }\r\n\r\n private _getHitData(mesh: AbstractMesh, center: Vector3, origin: Vector3, data: PhysicsHitData): boolean {\r\n const direction = TmpVectors.Vector3[0];\r\n direction.copyFrom(center).subtractInPlace(origin);\r\n\r\n const contactPoint = TmpVectors.Vector3[1];\r\n const hasContactPoint = HelperTools.GetContactPointToRef(mesh, origin, direction, contactPoint, data.instanceIndex);\r\n\r\n if (!hasContactPoint) {\r\n return false;\r\n }\r\n\r\n const distanceFromOrigin = Vector3.Distance(origin, contactPoint);\r\n if (distanceFromOrigin > this._options.radius) {\r\n return false;\r\n }\r\n\r\n const multiplier =\r\n this._options.falloff === PhysicsRadialImpulseFalloff.Constant ? this._options.strength : this._options.strength * (1 - distanceFromOrigin / this._options.radius);\r\n\r\n // Direction x multiplier equals force\r\n direction.scaleInPlace(multiplier);\r\n\r\n data.force.copyFrom(direction);\r\n data.contactPoint.copyFrom(contactPoint);\r\n data.distanceFromOrigin = distanceFromOrigin;\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns the force and contact point of the body or false, if the body is not affected by the force/impulse.\r\n * @param body A physics body where the transform node is an AbstractMesh\r\n * @param origin the origin of the explosion\r\n * @param data the data of the hit\r\n * @param instanceIndex the instance index of the body\r\n * @returns if there was a hit\r\n */\r\n public getBodyHitData(body: PhysicsBody, origin: Vector3, data: PhysicsHitData, instanceIndex?: number): boolean {\r\n // No force will be applied in these cases, so we skip calculation\r\n if (HelperTools.HasAppliedForces(body, instanceIndex)) {\r\n return false;\r\n }\r\n\r\n const mesh = body.transformNode as AbstractMesh;\r\n const bodyObjectCenter = body.getObjectCenterWorld(instanceIndex);\r\n data.instanceIndex = instanceIndex;\r\n return this._getHitData(mesh, bodyObjectCenter, origin, data);\r\n }\r\n /**\r\n * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.\r\n * @param impostor A physics imposter\r\n * @param origin the origin of the explosion\r\n * @param data the data of the hit\r\n * @returns A physics force and contact point, or null\r\n */\r\n public getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3, data: PhysicsHitData): boolean {\r\n if (impostor.mass === 0) {\r\n return false;\r\n }\r\n\r\n if (impostor.object.getClassName() !== \"Mesh\" && impostor.object.getClassName() !== \"InstancedMesh\") {\r\n return false;\r\n }\r\n\r\n const mesh = impostor.object as AbstractMesh;\r\n if (!this._intersectsWithSphere(mesh, origin, this._options.radius)) {\r\n return false;\r\n }\r\n\r\n const impostorObjectCenter = impostor.getObjectCenter();\r\n\r\n this._getHitData(mesh, impostorObjectCenter, origin, data);\r\n return true;\r\n }\r\n\r\n /**\r\n * Triggers affected impostors callbacks\r\n * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)\r\n */\r\n public triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) {\r\n if (this._options.affectedImpostorsCallback) {\r\n this._options.affectedImpostorsCallback(affectedImpostorsWithData);\r\n }\r\n }\r\n\r\n /**\r\n * Triggers affected bodies callbacks\r\n * @param affectedBodiesWithData defines the list of affected bodies (including associated data)\r\n */\r\n public triggerAffectedBodiesCallback(affectedBodiesWithData: Array<PhysicsAffectedBodyWithData>) {\r\n if (this._options.affectedBodiesCallback) {\r\n this._options.affectedBodiesCallback(affectedBodiesWithData);\r\n }\r\n }\r\n /**\r\n * Disposes the sphere.\r\n * @param force Specifies if the sphere should be disposed by force\r\n */\r\n public dispose(force: boolean = true) {\r\n if (this._sphere) {\r\n if (force) {\r\n this._sphere.dispose();\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched) {\r\n this._sphere.dispose();\r\n }\r\n }, 0);\r\n }\r\n }\r\n }\r\n\r\n /*** Helpers ***/\r\n\r\n private _prepareSphere(): void {\r\n if (!this._sphere) {\r\n this._sphere = CreateSphere(\"radialExplosionEventSphere\", this._options.sphere, this._scene);\r\n this._sphere.isVisible = false;\r\n }\r\n }\r\n\r\n private _intersectsWithSphere(mesh: AbstractMesh, origin: Vector3, radius: number): boolean {\r\n this._prepareSphere();\r\n\r\n this._sphere.position = origin;\r\n this._sphere.scaling.setAll(radius * 2);\r\n this._sphere._updateBoundingInfo();\r\n this._sphere.computeWorldMatrix(true);\r\n\r\n return this._sphere.intersectsMesh(mesh, true);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a gravitational field event\r\n */\r\nclass PhysicsGravitationalFieldEvent {\r\n private _tickCallback: any;\r\n private _sphere: Mesh;\r\n private _dataFetched: boolean = false; // check if the has been fetched the data. If not, do cleanup\r\n\r\n /**\r\n * Initializes the physics gravitational field event\r\n * @param _physicsHelper A physics helper\r\n * @param _scene BabylonJS scene\r\n * @param _origin The origin position of the gravitational field event\r\n * @param _options The options for the vortex event\r\n */\r\n constructor(\r\n private _physicsHelper: PhysicsHelper,\r\n private _scene: Scene,\r\n private _origin: Vector3,\r\n private _options: PhysicsRadialExplosionEventOptions\r\n ) {\r\n this._options = { ...new PhysicsRadialExplosionEventOptions(), ...this._options };\r\n\r\n this._tickCallback = () => this._tick();\r\n\r\n this._options.strength = this._options.strength * -1;\r\n }\r\n\r\n /**\r\n * Returns the data related to the gravitational field event (sphere).\r\n * @returns A gravitational field event\r\n */\r\n public getData(): PhysicsGravitationalFieldEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n sphere: this._sphere,\r\n };\r\n }\r\n\r\n /**\r\n * Enables the gravitational field.\r\n */\r\n public enable() {\r\n this._tickCallback.call(this);\r\n this._scene.registerBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disables the gravitational field.\r\n */\r\n public disable() {\r\n this._scene.unregisterBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disposes the sphere.\r\n * @param force The force to dispose from the gravitational field event\r\n */\r\n public dispose(force: boolean = true) {\r\n if (!this._sphere) {\r\n return;\r\n }\r\n if (force) {\r\n this._sphere.dispose();\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched) {\r\n this._sphere.dispose();\r\n }\r\n }, 0);\r\n }\r\n }\r\n\r\n private _tick() {\r\n // Since the params won't change, we fetch the event only once\r\n if (this._sphere) {\r\n this._physicsHelper.applyRadialExplosionForce(this._origin, this._options);\r\n } else {\r\n const radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._options);\r\n if (radialExplosionEvent) {\r\n this._sphere = radialExplosionEvent.getData().sphere?.clone(\"radialExplosionEventSphereClone\");\r\n }\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Represents a physics updraft event\r\n */\r\nclass PhysicsUpdraftEvent {\r\n private _physicsEngine: PhysicsEngineV1 | PhysicsEngineV2;\r\n private _originTop: Vector3 = Vector3.Zero(); // the most upper part of the cylinder\r\n private _originDirection: Vector3 = Vector3.Zero(); // used if the updraftMode is perpendicular\r\n private _tickCallback: any;\r\n private _cylinder: Mesh | undefined;\r\n private _cylinderPosition: Vector3 = Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom\r\n private _dataFetched: boolean = false; // check if the has been fetched the data. If not, do cleanup\r\n private static _HitData: PhysicsHitData = { force: new Vector3(), contactPoint: new Vector3(), distanceFromOrigin: 0 };\r\n /**\r\n * Initializes the physics updraft event\r\n * @param _scene BabylonJS scene\r\n * @param _origin The origin position of the updraft\r\n * @param _options The options for the updraft event\r\n */\r\n constructor(\r\n private _scene: Scene,\r\n private _origin: Vector3,\r\n private _options: PhysicsUpdraftEventOptions\r\n ) {\r\n this._physicsEngine = this._scene.getPhysicsEngine() as PhysicsEngineV1 | PhysicsEngineV2;\r\n this._options = { ...new PhysicsUpdraftEventOptions(), ...this._options };\r\n\r\n this._origin.addToRef(new Vector3(0, this._options.height / 2, 0), this._cylinderPosition);\r\n this._origin.addToRef(new Vector3(0, this._options.height, 0), this._originTop);\r\n\r\n if (this._options.updraftMode === PhysicsUpdraftMode.Perpendicular) {\r\n this._originDirection = this._origin.subtract(this._originTop).normalize();\r\n }\r\n\r\n this._tickCallback = () => this._tick();\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n this._prepareCylinder();\r\n }\r\n }\r\n\r\n /**\r\n * Returns the data related to the updraft event (cylinder).\r\n * @returns A physics updraft event\r\n */\r\n public getData(): PhysicsUpdraftEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n cylinder: this._cylinder,\r\n };\r\n }\r\n\r\n /**\r\n * Enables the updraft.\r\n */\r\n public enable() {\r\n this._tickCallback.call(this);\r\n this._scene.registerBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disables the updraft.\r\n */\r\n public disable() {\r\n this._scene.unregisterBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disposes the cylinder.\r\n * @param force Specifies if the updraft should be disposed by force\r\n */\r\n public dispose(force: boolean = true) {\r\n if (!this._cylinder) {\r\n return;\r\n }\r\n if (force) {\r\n this._cylinder.dispose();\r\n this._cylinder = undefined;\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched && this._cylinder) {\r\n this._cylinder.dispose();\r\n this._cylinder = undefined;\r\n }\r\n }, 0);\r\n }\r\n }\r\n\r\n private _getHitData(center: Vector3, data: PhysicsHitData): void {\r\n let direction: Vector3;\r\n if (this._options.updraftMode === PhysicsUpdraftMode.Perpendicular) {\r\n direction = this._originDirection;\r\n } else {\r\n direction = center.subtract(this._originTop);\r\n }\r\n\r\n const distanceFromOrigin = Vector3.Distance(this._origin, center);\r\n\r\n const multiplier = this._options.strength * -1;\r\n\r\n const force = direction.multiplyByFloats(multiplier, multiplier, multiplier);\r\n\r\n data.force.copyFrom(force);\r\n data.contactPoint.copyFrom(center);\r\n data.distanceFromOrigin = distanceFromOrigin;\r\n }\r\n\r\n private _getBodyHitData(body: PhysicsBody, data: PhysicsHitData, instanceIndex?: number): boolean {\r\n if (HelperTools.HasAppliedForces(body)) {\r\n return false;\r\n }\r\n\r\n const center = body.getObjectCenterWorld(instanceIndex);\r\n\r\n if (!HelperTools.IsInsideCylinder(center, this._origin, this._options.radius, this._options.height)) {\r\n return false;\r\n }\r\n\r\n data.instanceIndex = instanceIndex;\r\n this._getHitData(center, data);\r\n return true;\r\n }\r\n\r\n private _getImpostorHitData(impostor: PhysicsImpostor, data: PhysicsHitData): boolean {\r\n if (impostor.mass === 0) {\r\n return false;\r\n }\r\n\r\n const impostorObject = <AbstractMesh>impostor.object;\r\n if (!this._intersectsWithCylinder(impostorObject)) {\r\n return false;\r\n }\r\n\r\n const center = impostor.getObjectCenter();\r\n this._getHitData(center, data);\r\n return true;\r\n }\r\n\r\n private _tick() {\r\n const hitData = PhysicsUpdraftEvent._HitData;\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n const impostors = (<PhysicsEngineV1>this._physicsEngine).getImpostors();\r\n for (const impostor of impostors) {\r\n if (!this._getImpostorHitData(impostor, hitData)) {\r\n continue;\r\n }\r\n\r\n impostor.applyForce(hitData.force, hitData.contactPoint);\r\n }\r\n } else {\r\n // V2\r\n const bodies = (<PhysicsEngineV2>this._physicsEngine).getBodies();\r\n for (const body of bodies) {\r\n body.iterateOverAllInstances((body, instanceIndex) => {\r\n if (!this._getBodyHitData(body, hitData, instanceIndex)) {\r\n return;\r\n }\r\n\r\n body.applyForce(hitData.force, hitData.contactPoint, hitData.instanceIndex);\r\n });\r\n }\r\n }\r\n }\r\n\r\n /*** Helpers ***/\r\n\r\n private _prepareCylinder(): void {\r\n if (!this._cylinder) {\r\n this._cylinder = CreateCylinder(\r\n \"updraftEventCylinder\",\r\n {\r\n height: this._options.height,\r\n diameter: this._options.radius * 2,\r\n },\r\n this._scene\r\n );\r\n this._cylinder.isVisible = false;\r\n }\r\n }\r\n\r\n private _intersectsWithCylinder(mesh: AbstractMesh): boolean {\r\n if (!this._cylinder) {\r\n return false;\r\n }\r\n this._cylinder.position = this._cylinderPosition;\r\n return this._cylinder.intersectsMesh(mesh, true);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a physics vortex event\r\n */\r\nclass PhysicsVortexEvent {\r\n private _physicsEngine: PhysicsEngineV1 | PhysicsEngineV2;\r\n private _originTop: Vector3 = Vector3.Zero(); // the most upper part of the cylinder\r\n private _tickCallback: any;\r\n private _cylinder: Mesh;\r\n private _cylinderPosition: Vector3 = Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom\r\n private _dataFetched: boolean = false; // check if the has been fetched the data. If not, do cleanup\r\n private static _OriginOnPlane: Vector3 = Vector3.Zero();\r\n private static _HitData: PhysicsHitData = { force: new Vector3(), contactPoint: new Vector3(), distanceFromOrigin: 0 };\r\n\r\n /**\r\n * Initializes the physics vortex event\r\n * @param _scene The BabylonJS scene\r\n * @param _origin The origin position of the vortex\r\n * @param _options The options for the vortex event\r\n */\r\n constructor(\r\n private _scene: Scene,\r\n private _origin: Vector3,\r\n private _options: PhysicsVortexEventOptions\r\n ) {\r\n this._physicsEngine = this._scene.getPhysicsEngine() as PhysicsEngineV1 | PhysicsEngineV2;\r\n this._options = { ...new PhysicsVortexEventOptions(), ...this._options };\r\n\r\n this._origin.addToRef(new Vector3(0, this._options.height / 2, 0), this._cylinderPosition);\r\n this._origin.addToRef(new Vector3(0, this._options.height, 0), this._originTop);\r\n\r\n this._tickCallback = () => this._tick();\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n this._prepareCylinder();\r\n }\r\n }\r\n\r\n /**\r\n * Returns the data related to the vortex event (cylinder).\r\n * @returns The physics vortex event data\r\n */\r\n public getData(): PhysicsVortexEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n cylinder: this._cylinder,\r\n };\r\n }\r\n\r\n /**\r\n * Enables the vortex.\r\n */\r\n public enable() {\r\n this._tickCallback.call(this);\r\n this._scene.registerBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disables the cortex.\r\n */\r\n public disable() {\r\n this._scene.unregisterBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disposes the sphere.\r\n * @param force\r\n */\r\n public dispose(force: boolean = true) {\r\n if (!this._cylinder) {\r\n return;\r\n }\r\n if (force) {\r\n this._cylinder.dispose();\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched) {\r\n this._cylinder.dispose();\r\n }\r\n }, 0);\r\n }\r\n }\r\n\r\n private _getHitData(mesh: AbstractMesh, center: Vector3, data: PhysicsHitData): boolean {\r\n const originOnPlane = PhysicsVortexEvent._OriginOnPlane;\r\n originOnPlane.set(this._origin.x, center.y, this._origin.z); // the distance to the origin as if both objects were on a plane (Y-axis)\r\n const originToImpostorDirection = TmpVectors.Vector3[0];\r\n center.subtractToRef(originOnPlane, originToImpostorDirection);\r\n\r\n const contactPoint = TmpVectors.Vector3[1];\r\n const hasContactPoint = HelperTools.GetContactPointToRef(mesh, originOnPlane, originToImpostorDirection, contactPoint, data.instanceIndex);\r\n if (!hasContactPoint) {\r\n return false;\r\n }\r\n const distance = Vector3.Distance(contactPoint, originOnPlane);\r\n const absoluteDistanceFromOrigin = distance / this._options.radius;\r\n\r\n const directionToOrigin = TmpVectors.Vector3[2];\r\n contactPoint.normalizeToRef(directionToOrigin);\r\n if (absoluteDistanceFromOrigin > this._options.centripetalForceThreshold) {\r\n directionToOrigin.negateInPlace();\r\n }\r\n\r\n let forceX: number;\r\n let forceY: number;\r\n let forceZ: number;\r\n\r\n if (absoluteDistanceFromOrigin > this._options.centripetalForceThreshold) {\r\n forceX = directionToOrigin.x * this._options.centripetalForceMultiplier;\r\n forceY = directionToOrigin.y * this._options.updraftForceMultiplier;\r\n forceZ = directionToOrigin.z * this._options.centripetalForceMultiplier;\r\n } else {\r\n const perpendicularDirection = Vector3.Cross(originOnPlane, center).normalize();\r\n\r\n forceX = (perpendicularDirection.x + directionToOrigin.x) * this._options.centrifugalForceMultiplier;\r\n forceY = this._originTop.y * this._options.updraftForceMultiplier;\r\n forceZ = (perpendicularDirection.z + directionToOrigin.z) * this._options.centrifugalForceMultiplier;\r\n }\r\n\r\n const force = TmpVectors.Vector3[3];\r\n force.set(forceX, forceY, forceZ);\r\n force.scaleInPlace(this._options.strength);\r\n\r\n data.force.copyFrom(force);\r\n data.contactPoint.copyFrom(center);\r\n data.distanceFromOrigin = absoluteDistanceFromOrigin;\r\n return true;\r\n }\r\n\r\n private _getBodyHitData(body: PhysicsBody, data: PhysicsHitData, instanceIndex?: number): boolean {\r\n if (HelperTools.HasAppliedForces(body, instanceIndex)) {\r\n return false;\r\n }\r\n\r\n const bodyObject = body.transformNode as AbstractMesh;\r\n const bodyCenter = body.getObjectCenterWorld(instanceIndex);\r\n\r\n if (!HelperTools.IsInsideCylinder(bodyCenter, this._origin, this._options.radius, this._options.height)) {\r\n return false;\r\n }\r\n\r\n data.instanceIndex = instanceIndex;\r\n return this._getHitData(bodyObject, bodyCenter, data);\r\n }\r\n\r\n private _getImpostorHitData(impostor: PhysicsImpostor, data: PhysicsHitData): boolean {\r\n if (impostor.mass === 0) {\r\n return false;\r\n }\r\n\r\n if (impostor.object.getClassName() !== \"Mesh\" && impostor.object.getClassName() !== \"InstancedMesh\") {\r\n return false;\r\n }\r\n\r\n const impostorObject = impostor.object as AbstractMesh;\r\n if (!this._intersectsWithCylinder(impostorObject)) {\r\n return false;\r\n }\r\n\r\n const impostorObjectCenter = impostor.getObjectCenter();\r\n this._getHitData(impostorObject, impostorObjectCenter, data);\r\n return true;\r\n }\r\n\r\n private _tick() {\r\n const hitData = PhysicsVortexEvent._HitData;\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n const impostors = (<PhysicsEngineV1>this._physicsEngine).getImpostors();\r\n for (const impostor of impostors) {\r\n if (!this._getImpostorHitData(impostor, hitData)) {\r\n continue;\r\n }\r\n\r\n impostor.applyForce(hitData.force, hitData.contactPoint);\r\n }\r\n } else {\r\n const bodies = (<PhysicsEngineV2>this._physicsEngine).getBodies();\r\n for (const body of bodies) {\r\n body.iterateOverAllInstances((body: PhysicsBody, instanceIndex?: number) => {\r\n if (!this._getBodyHitData(body, hitData, instanceIndex)) {\r\n return;\r\n }\r\n\r\n body.applyForce(hitData.force, hitData.contactPoint, hitData.instanceIndex);\r\n });\r\n }\r\n }\r\n }\r\n\r\n /*** Helpers ***/\r\n\r\n private _prepareCylinder(): void {\r\n if (!this._cylinder) {\r\n this._cylinder = CreateCylinder(\r\n \"vortexEventCylinder\",\r\n {\r\n height: this._options.height,\r\n diameter: this._options.radius * 2,\r\n },\r\n this._scene\r\n );\r\n this._cylinder.isVisible = false;\r\n }\r\n }\r\n\r\n private _intersectsWithCylinder(mesh: AbstractMesh): boolean {\r\n this._cylinder.position = this._cylinderPosition;\r\n\r\n return this._cylinder.intersectsMesh(mesh, true);\r\n }\r\n}\r\n\r\n/**\r\n * Options fot the radial explosion event\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsRadialExplosionEventOptions {\r\n /**\r\n * The radius of the sphere for the radial explosion.\r\n */\r\n radius: number = 5;\r\n\r\n /**\r\n * The strength of the explosion.\r\n */\r\n strength: number = 10;\r\n\r\n /**\r\n * The strength of the force in correspondence to the distance of the affected object\r\n */\r\n falloff: PhysicsRadialImpulseFalloff = PhysicsRadialImpulseFalloff.Constant;\r\n\r\n /**\r\n * Sphere options for the radial explosion.\r\n */\r\n sphere: { segments: number; diameter: number } = { segments: 32, diameter: 1 };\r\n\r\n /**\r\n * Sphere options for the radial explosion.\r\n */\r\n affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;\r\n\r\n /**\r\n * Sphere options for the radial explosion.\r\n */\r\n affectedBodiesCallback: (affectedBodiesWithData: Array<PhysicsAffectedBodyWithData>) => void;\r\n}\r\n\r\n/**\r\n * Options fot the updraft event\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsUpdraftEventOptions {\r\n /**\r\n * The radius of the cylinder for the vortex\r\n */\r\n radius: number = 5;\r\n\r\n /**\r\n * The strength of the updraft.\r\n */\r\n strength: number = 10;\r\n\r\n /**\r\n * The height of the cylinder for the updraft.\r\n */\r\n height: number = 10;\r\n\r\n /**\r\n * The mode for the updraft.\r\n */\r\n updraftMode: PhysicsUpdraftMode = PhysicsUpdraftMode.Center;\r\n}\r\n\r\n/**\r\n * Options fot the vortex event\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsVortexEventOptions {\r\n /**\r\n * The radius of the cylinder for the vortex\r\n */\r\n radius: number = 5;\r\n\r\n /**\r\n * The strength of the vortex.\r\n */\r\n strength: number = 10;\r\n\r\n /**\r\n * The height of the cylinder for the vortex.\r\n */\r\n height: number = 10;\r\n\r\n /**\r\n * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1\r\n */\r\n centripetalForceThreshold: number = 0.7;\r\n\r\n /**\r\n * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the threshold.\r\n */\r\n centripetalForceMultiplier: number = 5;\r\n\r\n /**\r\n * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the threshold.\r\n */\r\n centrifugalForceMultiplier: number = 0.5;\r\n\r\n /**\r\n * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.\r\n */\r\n updraftForceMultiplier: number = 0.02;\r\n}\r\n\r\n/**\r\n * The strength of the force in correspondence to the distance of the affected object\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport const enum PhysicsRadialImpulseFalloff {\r\n /** Defines that impulse is constant in strength across it's whole radius */\r\n Constant,\r\n /** Defines that impulse gets weaker if it's further from the origin */\r\n Linear,\r\n}\r\n\r\n/**\r\n * The strength of the force in correspondence to the distance of the affected object\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport const enum PhysicsUpdraftMode {\r\n /** Defines that the upstream forces will pull towards the top center of the cylinder */\r\n Center,\r\n /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */\r\n Perpendicular,\r\n}\r\n\r\n/**\r\n * Interface for a physics hit data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsHitData {\r\n /**\r\n * The force applied at the contact point\r\n */\r\n force: Vector3;\r\n /**\r\n * The contact point\r\n */\r\n contactPoint: Vector3;\r\n /**\r\n * The distance from the origin to the contact point\r\n */\r\n distanceFromOrigin: number;\r\n /**\r\n * For an instanced physics body (mesh with thin instances), the index of the thin instance the hit applies to\r\n */\r\n instanceIndex?: number;\r\n}\r\n\r\n/**\r\n * Interface for radial explosion event data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsRadialExplosionEventData {\r\n /**\r\n * A sphere used for the radial explosion event\r\n */\r\n sphere: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for gravitational field event data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsGravitationalFieldEventData {\r\n /**\r\n * A sphere mesh used for the gravitational field event\r\n */\r\n sphere: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for updraft event data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsUpdraftEventData {\r\n /**\r\n * A cylinder used for the updraft event\r\n */\r\n cylinder?: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for vortex event data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsVortexEventData {\r\n /**\r\n * A cylinder used for the vortex event\r\n */\r\n cylinder: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for an affected physics impostor\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsAffectedImpostorWithData {\r\n /**\r\n * The impostor affected by the effect\r\n */\r\n impostor: PhysicsImpostor;\r\n\r\n /**\r\n * The data about the hit/force from the explosion\r\n */\r\n hitData: PhysicsHitData;\r\n}\r\n\r\n/**\r\n * Interface for an affected physics body\r\n * @see\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsAffectedBodyWithData {\r\n /**\r\n * The impostor affected by the effect\r\n */\r\n body: PhysicsBody;\r\n\r\n /**\r\n * The data about the hit/force from the explosion\r\n */\r\n hitData: PhysicsHitData;\r\n}\r\n"]}
1
+ 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type { Nullable } from \"../types\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { TmpVectors, Vector3 } from \"../Maths/math.vector\";\r\nimport type { AbstractMesh } from \"../Meshes/abstractMesh\";\r\nimport type { Mesh } from \"../Meshes/mesh\";\r\nimport { CreateSphere } from \"../Meshes/Builders/sphereBuilder\";\r\nimport { CreateCylinder } from \"../Meshes/Builders/cylinderBuilder\";\r\nimport { Ray } from \"../Culling/ray\";\r\nimport type { Scene } from \"../scene\";\r\nimport type { PhysicsEngine as PhysicsEngineV1 } from \"./physicsEngine\";\r\nimport type { PhysicsEngine as PhysicsEngineV2 } from \"./v2/physicsEngine\";\r\nimport type { IPhysicsEngine } from \"./IPhysicsEngine\";\r\nimport type { PhysicsImpostor } from \"./v1/physicsImpostor\";\r\nimport type { PhysicsBody } from \"./v2/physicsBody\";\r\nimport { PhysicsMotionType } from \"./v2/IPhysicsEnginePlugin\";\r\n\r\nclass HelperTools {\r\n /*\r\n * Gets the hit contact point between a mesh and a ray. The method varies between\r\n * the different plugin versions; V1 uses a mesh intersection, V2 uses the physics body instance/object center (to avoid a raycast and improve perf).\r\n */\r\n static GetContactPointToRef(mesh: AbstractMesh, origin: Vector3, direction: Vector3, result: Vector3, instanceIndex?: number): boolean {\r\n const engine = mesh.getScene().getPhysicsEngine();\r\n const pluginVersion = engine?.getPluginVersion();\r\n if (pluginVersion === 1) {\r\n const ray = new Ray(origin, direction);\r\n const hit = ray.intersectsMesh(mesh);\r\n if (hit.hit && hit.pickedPoint) {\r\n result.copyFrom(hit.pickedPoint);\r\n return true;\r\n }\r\n } else if (pluginVersion === 2) {\r\n mesh.physicsBody!.getObjectCenterWorldToRef(result, instanceIndex);\r\n return true;\r\n }\r\n return false;\r\n }\r\n\r\n /**\r\n * Checks if a body will be affected by forces\r\n * @param body the body to check\r\n * @param instanceIndex for instanced bodies, the index of the instance to check\r\n * @returns\r\n */\r\n static HasAppliedForces(body: PhysicsBody, instanceIndex?: number) {\r\n const mesh = body.transformNode as Mesh;\r\n return (\r\n body.getMotionType(instanceIndex) === PhysicsMotionType.STATIC ||\r\n (body.getMassProperties(instanceIndex)?.mass ?? 0) === 0 ||\r\n (mesh && mesh.getTotalVertices && mesh.getTotalVertices() === 0)\r\n );\r\n }\r\n\r\n /**\r\n * Checks if a point is inside a cylinder\r\n * @param point point to check\r\n * @param origin cylinder origin on the bottom\r\n * @param radius cylinder radius\r\n * @param height cylinder height\r\n * @returns\r\n */\r\n static IsInsideCylinder(point: Vector3, origin: Vector3, radius: number, height: number): boolean {\r\n const distance = TmpVectors.Vector3[0];\r\n point.subtractToRef(origin, distance);\r\n return Math.abs(distance.x) <= radius && Math.abs(distance.z) <= radius && distance.y >= 0 && distance.y <= height;\r\n }\r\n}\r\n\r\n/**\r\n * A helper for physics simulations\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsHelper {\r\n private _scene: Scene;\r\n private _physicsEngine: Nullable<IPhysicsEngine>;\r\n private _hitData: PhysicsHitData = { force: new Vector3(), contactPoint: new Vector3(), distanceFromOrigin: 0 };\r\n\r\n /**\r\n * Initializes the Physics helper\r\n * @param scene Babylon.js scene\r\n */\r\n constructor(scene: Scene) {\r\n this._scene = scene;\r\n this._physicsEngine = this._scene.getPhysicsEngine();\r\n\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you can use the methods.\");\r\n return;\r\n }\r\n }\r\n\r\n /**\r\n * Applies a radial explosion impulse\r\n * @param origin the origin of the explosion\r\n * @param radiusOrEventOptions the radius or the options of radial explosion\r\n * @param strength the explosion strength\r\n * @param falloff possible options: Constant & Linear. Defaults to Constant\r\n * @returns A physics radial explosion event, or null\r\n */\r\n public applyRadialExplosionImpulse(\r\n origin: Vector3,\r\n radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions,\r\n strength?: number,\r\n falloff?: PhysicsRadialImpulseFalloff\r\n ): Nullable<PhysicsRadialExplosionEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call this method.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n let useCallback = false;\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsRadialExplosionEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.falloff = falloff ?? radiusOrEventOptions.falloff;\r\n } else {\r\n useCallback = !!(radiusOrEventOptions.affectedImpostorsCallback || radiusOrEventOptions.affectedBodiesCallback);\r\n }\r\n\r\n const event = new PhysicsRadialExplosionEvent(this._scene, radiusOrEventOptions);\r\n\r\n const hitData = this._hitData;\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n const affectedImpostorsWithData = Array<PhysicsAffectedImpostorWithData>();\r\n const impostors = (<PhysicsEngineV1>this._physicsEngine).getImpostors();\r\n for (const impostor of impostors) {\r\n if (!event.getImpostorHitData(impostor, origin, hitData)) {\r\n continue;\r\n }\r\n\r\n impostor.applyImpulse(hitData.force, hitData.contactPoint);\r\n\r\n if (useCallback) {\r\n affectedImpostorsWithData.push({\r\n impostor: impostor,\r\n hitData: this._copyPhysicsHitData(hitData),\r\n });\r\n }\r\n }\r\n\r\n event.triggerAffectedImpostorsCallback(affectedImpostorsWithData);\r\n } else {\r\n this._applicationForBodies(event, origin, hitData, useCallback, (body: PhysicsBody, hitData: PhysicsHitData) => {\r\n body.applyImpulse(hitData.force, hitData.contactPoint, hitData.instanceIndex);\r\n });\r\n }\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Applies a radial explosion force\r\n * @param origin the origin of the explosion\r\n * @param radiusOrEventOptions the radius or the options of radial explosion\r\n * @param strength the explosion strength\r\n * @param falloff possible options: Constant & Linear. Defaults to Constant\r\n * @returns A physics radial explosion event, or null\r\n */\r\n public applyRadialExplosionForce(\r\n origin: Vector3,\r\n radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions,\r\n strength?: number,\r\n falloff?: PhysicsRadialImpulseFalloff\r\n ): Nullable<PhysicsRadialExplosionEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n let useCallback = false;\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsRadialExplosionEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.falloff = falloff ?? radiusOrEventOptions.falloff;\r\n } else {\r\n useCallback = !!(radiusOrEventOptions.affectedImpostorsCallback || radiusOrEventOptions.affectedBodiesCallback);\r\n }\r\n\r\n const event = new PhysicsRadialExplosionEvent(this._scene, radiusOrEventOptions);\r\n\r\n const hitData = this._hitData;\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n const affectedImpostorsWithData = Array<PhysicsAffectedImpostorWithData>();\r\n const impostors = (<PhysicsEngineV1>this._physicsEngine).getImpostors();\r\n for (const impostor of impostors) {\r\n if (!event.getImpostorHitData(impostor, origin, hitData)) {\r\n continue;\r\n }\r\n\r\n impostor.applyForce(hitData.force, hitData.contactPoint);\r\n\r\n if (useCallback) {\r\n affectedImpostorsWithData.push({\r\n impostor: impostor,\r\n hitData: this._copyPhysicsHitData(hitData),\r\n });\r\n }\r\n }\r\n\r\n event.triggerAffectedImpostorsCallback(affectedImpostorsWithData);\r\n } else {\r\n this._applicationForBodies(event, origin, hitData, useCallback, (body: PhysicsBody, hitData: PhysicsHitData) => {\r\n body.applyForce(hitData.force, hitData.contactPoint, hitData.instanceIndex);\r\n });\r\n }\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n private _applicationForBodies(\r\n event: PhysicsRadialExplosionEvent,\r\n origin: Vector3,\r\n hitData: PhysicsHitData,\r\n useCallback: boolean,\r\n fnApplication: (body: PhysicsBody, hitData: PhysicsHitData, instanceIndex?: number) => void\r\n ) {\r\n const affectedBodiesWithData = Array<PhysicsAffectedBodyWithData>();\r\n const bodies = (<PhysicsEngineV2>this._physicsEngine).getBodies();\r\n for (const body of bodies) {\r\n body.iterateOverAllInstances((body, instanceIndex) => {\r\n if (!event.getBodyHitData(body, origin, hitData, instanceIndex)) {\r\n return;\r\n }\r\n fnApplication(body, hitData);\r\n\r\n if (useCallback) {\r\n affectedBodiesWithData.push({\r\n body: body,\r\n hitData: this._copyPhysicsHitData(hitData),\r\n });\r\n }\r\n });\r\n }\r\n\r\n event.triggerAffectedBodiesCallback(affectedBodiesWithData);\r\n }\r\n\r\n /**\r\n * Creates a gravitational field\r\n * @param origin the origin of the gravitational field\r\n * @param radiusOrEventOptions the radius or the options of radial gravitational field\r\n * @param strength the gravitational field strength\r\n * @param falloff possible options: Constant & Linear. Defaults to Constant\r\n * @returns A physics gravitational field event, or null\r\n */\r\n public gravitationalField(\r\n origin: Vector3,\r\n radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions,\r\n strength?: number,\r\n falloff?: PhysicsRadialImpulseFalloff\r\n ): Nullable<PhysicsGravitationalFieldEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsRadialExplosionEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.falloff = falloff ?? radiusOrEventOptions.falloff;\r\n }\r\n\r\n const event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radiusOrEventOptions);\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Creates a physics updraft event\r\n * @param origin the origin of the updraft\r\n * @param radiusOrEventOptions the radius or the options of the updraft\r\n * @param strength the strength of the updraft\r\n * @param height the height of the updraft\r\n * @param updraftMode possible options: Center & Perpendicular. Defaults to Center\r\n * @returns A physics updraft event, or null\r\n */\r\n public updraft(\r\n origin: Vector3,\r\n radiusOrEventOptions: number | PhysicsUpdraftEventOptions,\r\n strength?: number,\r\n height?: number,\r\n updraftMode?: PhysicsUpdraftMode\r\n ): Nullable<PhysicsUpdraftEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsUpdraftEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.height = height ?? radiusOrEventOptions.height;\r\n radiusOrEventOptions.updraftMode = updraftMode ?? radiusOrEventOptions.updraftMode;\r\n }\r\n\r\n const event = new PhysicsUpdraftEvent(this._scene, origin, radiusOrEventOptions);\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n /**\r\n * Creates a physics vortex event\r\n * @param origin the of the vortex\r\n * @param radiusOrEventOptions the radius or the options of the vortex\r\n * @param strength the strength of the vortex\r\n * @param height the height of the vortex\r\n * @returns a Physics vortex event, or null\r\n * A physics vortex event or null\r\n */\r\n public vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent> {\r\n if (!this._physicsEngine) {\r\n Logger.Warn(\"Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.\");\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1 && (<PhysicsEngineV1>this._physicsEngine).getImpostors().length === 0) {\r\n return null;\r\n }\r\n\r\n if (this._physicsEngine.getPluginVersion() === 2 && (<PhysicsEngineV2>this._physicsEngine).getBodies().length === 0) {\r\n return null;\r\n }\r\n\r\n if (typeof radiusOrEventOptions === \"number\") {\r\n const r = radiusOrEventOptions;\r\n radiusOrEventOptions = new PhysicsVortexEventOptions();\r\n radiusOrEventOptions.radius = r;\r\n radiusOrEventOptions.strength = strength ?? radiusOrEventOptions.strength;\r\n radiusOrEventOptions.height = height ?? radiusOrEventOptions.height;\r\n }\r\n\r\n const event = new PhysicsVortexEvent(this._scene, origin, radiusOrEventOptions);\r\n\r\n event.dispose(false);\r\n\r\n return event;\r\n }\r\n\r\n private _copyPhysicsHitData(data: PhysicsHitData): PhysicsHitData {\r\n return { force: data.force.clone(), contactPoint: data.contactPoint.clone(), distanceFromOrigin: data.distanceFromOrigin, instanceIndex: data.instanceIndex };\r\n }\r\n}\r\n\r\n/**\r\n * Represents a physics radial explosion event\r\n */\r\nclass PhysicsRadialExplosionEvent {\r\n private _sphere: Mesh; // create a sphere, so we can get the intersecting meshes inside\r\n private _dataFetched: boolean = false; // check if the data has been fetched. If not, do cleanup\r\n\r\n /**\r\n * Initializes a radial explosion event\r\n * @param _scene BabylonJS scene\r\n * @param _options The options for the vortex event\r\n */\r\n constructor(\r\n private _scene: Scene,\r\n private _options: PhysicsRadialExplosionEventOptions\r\n ) {\r\n this._options = { ...new PhysicsRadialExplosionEventOptions(), ...this._options };\r\n }\r\n\r\n /**\r\n * Returns the data related to the radial explosion event (sphere).\r\n * @returns The radial explosion event data\r\n */\r\n public getData(): PhysicsRadialExplosionEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n sphere: this._sphere,\r\n };\r\n }\r\n\r\n private _getHitData(mesh: AbstractMesh, center: Vector3, origin: Vector3, data: PhysicsHitData): boolean {\r\n const direction = TmpVectors.Vector3[0];\r\n direction.copyFrom(center).subtractInPlace(origin);\r\n\r\n const contactPoint = TmpVectors.Vector3[1];\r\n const hasContactPoint = HelperTools.GetContactPointToRef(mesh, origin, direction, contactPoint, data.instanceIndex);\r\n\r\n if (!hasContactPoint) {\r\n return false;\r\n }\r\n\r\n const distanceFromOrigin = Vector3.Distance(origin, contactPoint);\r\n if (distanceFromOrigin > this._options.radius) {\r\n return false;\r\n }\r\n\r\n const multiplier =\r\n this._options.falloff === PhysicsRadialImpulseFalloff.Constant ? this._options.strength : this._options.strength * (1 - distanceFromOrigin / this._options.radius);\r\n\r\n // Direction x multiplier equals force\r\n direction.scaleInPlace(multiplier);\r\n\r\n data.force.copyFrom(direction);\r\n data.contactPoint.copyFrom(contactPoint);\r\n data.distanceFromOrigin = distanceFromOrigin;\r\n return true;\r\n }\r\n\r\n /**\r\n * Returns the force and contact point of the body or false, if the body is not affected by the force/impulse.\r\n * @param body A physics body where the transform node is an AbstractMesh\r\n * @param origin the origin of the explosion\r\n * @param data the data of the hit\r\n * @param instanceIndex the instance index of the body\r\n * @returns if there was a hit\r\n */\r\n public getBodyHitData(body: PhysicsBody, origin: Vector3, data: PhysicsHitData, instanceIndex?: number): boolean {\r\n // No force will be applied in these cases, so we skip calculation\r\n if (HelperTools.HasAppliedForces(body, instanceIndex)) {\r\n return false;\r\n }\r\n\r\n const mesh = body.transformNode as AbstractMesh;\r\n const bodyObjectCenter = body.getObjectCenterWorld(instanceIndex);\r\n data.instanceIndex = instanceIndex;\r\n return this._getHitData(mesh, bodyObjectCenter, origin, data);\r\n }\r\n /**\r\n * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.\r\n * @param impostor A physics imposter\r\n * @param origin the origin of the explosion\r\n * @param data the data of the hit\r\n * @returns A physics force and contact point, or null\r\n */\r\n public getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3, data: PhysicsHitData): boolean {\r\n if (impostor.mass === 0) {\r\n return false;\r\n }\r\n\r\n if (impostor.object.getClassName() !== \"Mesh\" && impostor.object.getClassName() !== \"InstancedMesh\") {\r\n return false;\r\n }\r\n\r\n const mesh = impostor.object as AbstractMesh;\r\n if (!this._intersectsWithSphere(mesh, origin, this._options.radius)) {\r\n return false;\r\n }\r\n\r\n const impostorObjectCenter = impostor.getObjectCenter();\r\n\r\n this._getHitData(mesh, impostorObjectCenter, origin, data);\r\n return true;\r\n }\r\n\r\n /**\r\n * Triggers affected impostors callbacks\r\n * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)\r\n */\r\n public triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) {\r\n if (this._options.affectedImpostorsCallback) {\r\n this._options.affectedImpostorsCallback(affectedImpostorsWithData);\r\n }\r\n }\r\n\r\n /**\r\n * Triggers affected bodies callbacks\r\n * @param affectedBodiesWithData defines the list of affected bodies (including associated data)\r\n */\r\n public triggerAffectedBodiesCallback(affectedBodiesWithData: Array<PhysicsAffectedBodyWithData>) {\r\n if (this._options.affectedBodiesCallback) {\r\n this._options.affectedBodiesCallback(affectedBodiesWithData);\r\n }\r\n }\r\n /**\r\n * Disposes the sphere.\r\n * @param force Specifies if the sphere should be disposed by force\r\n */\r\n public dispose(force: boolean = true) {\r\n if (this._sphere) {\r\n if (force) {\r\n this._sphere.dispose();\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched) {\r\n this._sphere.dispose();\r\n }\r\n }, 0);\r\n }\r\n }\r\n }\r\n\r\n /*** Helpers ***/\r\n\r\n private _prepareSphere(): void {\r\n if (!this._sphere) {\r\n this._sphere = CreateSphere(\"radialExplosionEventSphere\", this._options.sphere, this._scene);\r\n this._sphere.isVisible = false;\r\n }\r\n }\r\n\r\n private _intersectsWithSphere(mesh: AbstractMesh, origin: Vector3, radius: number): boolean {\r\n this._prepareSphere();\r\n\r\n this._sphere.position = origin;\r\n this._sphere.scaling.setAll(radius * 2);\r\n this._sphere._updateBoundingInfo();\r\n this._sphere.computeWorldMatrix(true);\r\n\r\n return this._sphere.intersectsMesh(mesh, true);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a gravitational field event\r\n */\r\nclass PhysicsGravitationalFieldEvent {\r\n private _tickCallback: any;\r\n private _sphere: Mesh;\r\n private _dataFetched: boolean = false; // check if the has been fetched the data. If not, do cleanup\r\n\r\n /**\r\n * Initializes the physics gravitational field event\r\n * @param _physicsHelper A physics helper\r\n * @param _scene BabylonJS scene\r\n * @param _origin The origin position of the gravitational field event\r\n * @param _options The options for the vortex event\r\n */\r\n constructor(\r\n private _physicsHelper: PhysicsHelper,\r\n private _scene: Scene,\r\n private _origin: Vector3,\r\n private _options: PhysicsRadialExplosionEventOptions\r\n ) {\r\n this._options = { ...new PhysicsRadialExplosionEventOptions(), ...this._options };\r\n\r\n this._tickCallback = () => this._tick();\r\n\r\n this._options.strength = this._options.strength * -1;\r\n }\r\n\r\n /**\r\n * Returns the data related to the gravitational field event (sphere).\r\n * @returns A gravitational field event\r\n */\r\n public getData(): PhysicsGravitationalFieldEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n sphere: this._sphere,\r\n };\r\n }\r\n\r\n /**\r\n * Enables the gravitational field.\r\n */\r\n public enable() {\r\n this._tickCallback.call(this);\r\n this._scene.registerBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disables the gravitational field.\r\n */\r\n public disable() {\r\n this._scene.unregisterBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disposes the sphere.\r\n * @param force The force to dispose from the gravitational field event\r\n */\r\n public dispose(force: boolean = true) {\r\n if (!this._sphere) {\r\n return;\r\n }\r\n if (force) {\r\n this._sphere.dispose();\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched) {\r\n this._sphere.dispose();\r\n }\r\n }, 0);\r\n }\r\n }\r\n\r\n private _tick() {\r\n // Since the params won't change, we fetch the event only once\r\n if (this._sphere) {\r\n this._physicsHelper.applyRadialExplosionForce(this._origin, this._options);\r\n } else {\r\n const radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._options);\r\n if (radialExplosionEvent) {\r\n this._sphere = radialExplosionEvent.getData().sphere?.clone(\"radialExplosionEventSphereClone\");\r\n }\r\n }\r\n }\r\n}\r\n\r\n/**\r\n * Represents a physics updraft event\r\n */\r\nclass PhysicsUpdraftEvent {\r\n private _physicsEngine: PhysicsEngineV1 | PhysicsEngineV2;\r\n private _originTop: Vector3 = Vector3.Zero(); // the most upper part of the cylinder\r\n private _originDirection: Vector3 = Vector3.Zero(); // used if the updraftMode is perpendicular\r\n private _tickCallback: any;\r\n private _cylinder: Mesh | undefined;\r\n private _cylinderPosition: Vector3 = Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom\r\n private _dataFetched: boolean = false; // check if the has been fetched the data. If not, do cleanup\r\n private static _HitData: PhysicsHitData = { force: new Vector3(), contactPoint: new Vector3(), distanceFromOrigin: 0 };\r\n /**\r\n * Initializes the physics updraft event\r\n * @param _scene BabylonJS scene\r\n * @param _origin The origin position of the updraft\r\n * @param _options The options for the updraft event\r\n */\r\n constructor(\r\n private _scene: Scene,\r\n private _origin: Vector3,\r\n private _options: PhysicsUpdraftEventOptions\r\n ) {\r\n this._physicsEngine = this._scene.getPhysicsEngine() as PhysicsEngineV1 | PhysicsEngineV2;\r\n this._options = { ...new PhysicsUpdraftEventOptions(), ...this._options };\r\n\r\n this._origin.addToRef(new Vector3(0, this._options.height / 2, 0), this._cylinderPosition);\r\n this._origin.addToRef(new Vector3(0, this._options.height, 0), this._originTop);\r\n\r\n if (this._options.updraftMode === PhysicsUpdraftMode.Perpendicular) {\r\n this._originDirection = this._origin.subtract(this._originTop).normalize();\r\n }\r\n\r\n this._tickCallback = () => this._tick();\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n this._prepareCylinder();\r\n }\r\n }\r\n\r\n /**\r\n * Returns the data related to the updraft event (cylinder).\r\n * @returns A physics updraft event\r\n */\r\n public getData(): PhysicsUpdraftEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n cylinder: this._cylinder,\r\n };\r\n }\r\n\r\n /**\r\n * Enables the updraft.\r\n */\r\n public enable() {\r\n this._tickCallback.call(this);\r\n this._scene.registerBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disables the updraft.\r\n */\r\n public disable() {\r\n this._scene.unregisterBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disposes the cylinder.\r\n * @param force Specifies if the updraft should be disposed by force\r\n */\r\n public dispose(force: boolean = true) {\r\n if (!this._cylinder) {\r\n return;\r\n }\r\n if (force) {\r\n this._cylinder.dispose();\r\n this._cylinder = undefined;\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched && this._cylinder) {\r\n this._cylinder.dispose();\r\n this._cylinder = undefined;\r\n }\r\n }, 0);\r\n }\r\n }\r\n\r\n private _getHitData(center: Vector3, data: PhysicsHitData): void {\r\n let direction: Vector3;\r\n if (this._options.updraftMode === PhysicsUpdraftMode.Perpendicular) {\r\n direction = this._originDirection;\r\n } else {\r\n direction = center.subtract(this._originTop);\r\n }\r\n\r\n const distanceFromOrigin = Vector3.Distance(this._origin, center);\r\n\r\n const multiplier = this._options.strength * -1;\r\n\r\n const force = direction.multiplyByFloats(multiplier, multiplier, multiplier);\r\n\r\n data.force.copyFrom(force);\r\n data.contactPoint.copyFrom(center);\r\n data.distanceFromOrigin = distanceFromOrigin;\r\n }\r\n\r\n private _getBodyHitData(body: PhysicsBody, data: PhysicsHitData, instanceIndex?: number): boolean {\r\n if (HelperTools.HasAppliedForces(body, instanceIndex)) {\r\n return false;\r\n }\r\n\r\n const center = body.getObjectCenterWorld(instanceIndex);\r\n\r\n if (!HelperTools.IsInsideCylinder(center, this._origin, this._options.radius, this._options.height)) {\r\n return false;\r\n }\r\n\r\n data.instanceIndex = instanceIndex;\r\n this._getHitData(center, data);\r\n return true;\r\n }\r\n\r\n private _getImpostorHitData(impostor: PhysicsImpostor, data: PhysicsHitData): boolean {\r\n if (impostor.mass === 0) {\r\n return false;\r\n }\r\n\r\n const impostorObject = <AbstractMesh>impostor.object;\r\n if (!this._intersectsWithCylinder(impostorObject)) {\r\n return false;\r\n }\r\n\r\n const center = impostor.getObjectCenter();\r\n this._getHitData(center, data);\r\n return true;\r\n }\r\n\r\n private _tick() {\r\n const hitData = PhysicsUpdraftEvent._HitData;\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n const impostors = (<PhysicsEngineV1>this._physicsEngine).getImpostors();\r\n for (const impostor of impostors) {\r\n if (!this._getImpostorHitData(impostor, hitData)) {\r\n continue;\r\n }\r\n\r\n impostor.applyForce(hitData.force, hitData.contactPoint);\r\n }\r\n } else {\r\n // V2\r\n const bodies = (<PhysicsEngineV2>this._physicsEngine).getBodies();\r\n for (const body of bodies) {\r\n body.iterateOverAllInstances((body, instanceIndex) => {\r\n if (!this._getBodyHitData(body, hitData, instanceIndex)) {\r\n return;\r\n }\r\n\r\n body.applyForce(hitData.force, hitData.contactPoint, hitData.instanceIndex);\r\n });\r\n }\r\n }\r\n }\r\n\r\n /*** Helpers ***/\r\n\r\n private _prepareCylinder(): void {\r\n if (!this._cylinder) {\r\n this._cylinder = CreateCylinder(\r\n \"updraftEventCylinder\",\r\n {\r\n height: this._options.height,\r\n diameter: this._options.radius * 2,\r\n },\r\n this._scene\r\n );\r\n this._cylinder.isVisible = false;\r\n }\r\n }\r\n\r\n private _intersectsWithCylinder(mesh: AbstractMesh): boolean {\r\n if (!this._cylinder) {\r\n return false;\r\n }\r\n this._cylinder.position = this._cylinderPosition;\r\n return this._cylinder.intersectsMesh(mesh, true);\r\n }\r\n}\r\n\r\n/**\r\n * Represents a physics vortex event\r\n */\r\nclass PhysicsVortexEvent {\r\n private _physicsEngine: PhysicsEngineV1 | PhysicsEngineV2;\r\n private _originTop: Vector3 = Vector3.Zero(); // the most upper part of the cylinder\r\n private _tickCallback: any;\r\n private _cylinder: Mesh;\r\n private _cylinderPosition: Vector3 = Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom\r\n private _dataFetched: boolean = false; // check if the has been fetched the data. If not, do cleanup\r\n private static _OriginOnPlane: Vector3 = Vector3.Zero();\r\n private static _HitData: PhysicsHitData = { force: new Vector3(), contactPoint: new Vector3(), distanceFromOrigin: 0 };\r\n\r\n /**\r\n * Initializes the physics vortex event\r\n * @param _scene The BabylonJS scene\r\n * @param _origin The origin position of the vortex\r\n * @param _options The options for the vortex event\r\n */\r\n constructor(\r\n private _scene: Scene,\r\n private _origin: Vector3,\r\n private _options: PhysicsVortexEventOptions\r\n ) {\r\n this._physicsEngine = this._scene.getPhysicsEngine() as PhysicsEngineV1 | PhysicsEngineV2;\r\n this._options = { ...new PhysicsVortexEventOptions(), ...this._options };\r\n\r\n this._origin.addToRef(new Vector3(0, this._options.height / 2, 0), this._cylinderPosition);\r\n this._origin.addToRef(new Vector3(0, this._options.height, 0), this._originTop);\r\n\r\n this._tickCallback = () => this._tick();\r\n\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n this._prepareCylinder();\r\n }\r\n }\r\n\r\n /**\r\n * Returns the data related to the vortex event (cylinder).\r\n * @returns The physics vortex event data\r\n */\r\n public getData(): PhysicsVortexEventData {\r\n this._dataFetched = true;\r\n\r\n return {\r\n cylinder: this._cylinder,\r\n };\r\n }\r\n\r\n /**\r\n * Enables the vortex.\r\n */\r\n public enable() {\r\n this._tickCallback.call(this);\r\n this._scene.registerBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disables the vortex.\r\n */\r\n public disable() {\r\n this._scene.unregisterBeforeRender(this._tickCallback);\r\n }\r\n\r\n /**\r\n * Disposes the cylinder.\r\n * @param force Specifies if the vortex should be disposed by force\r\n */\r\n public dispose(force: boolean = true) {\r\n if (!this._cylinder) {\r\n return;\r\n }\r\n if (force) {\r\n this._cylinder.dispose();\r\n } else {\r\n setTimeout(() => {\r\n if (!this._dataFetched) {\r\n this._cylinder.dispose();\r\n }\r\n }, 0);\r\n }\r\n }\r\n\r\n private _getHitData(mesh: AbstractMesh, center: Vector3, data: PhysicsHitData): boolean {\r\n const originOnPlane = PhysicsVortexEvent._OriginOnPlane;\r\n originOnPlane.set(this._origin.x, center.y, this._origin.z); // the distance to the origin as if both objects were on a plane (Y-axis)\r\n const originToImpostorDirection = TmpVectors.Vector3[0];\r\n center.subtractToRef(originOnPlane, originToImpostorDirection);\r\n\r\n const contactPoint = TmpVectors.Vector3[1];\r\n const hasContactPoint = HelperTools.GetContactPointToRef(mesh, originOnPlane, originToImpostorDirection, contactPoint, data.instanceIndex);\r\n if (!hasContactPoint) {\r\n return false;\r\n }\r\n const distance = Vector3.Distance(contactPoint, originOnPlane);\r\n const absoluteDistanceFromOrigin = distance / this._options.radius;\r\n\r\n const directionToOrigin = TmpVectors.Vector3[2];\r\n contactPoint.normalizeToRef(directionToOrigin);\r\n if (absoluteDistanceFromOrigin > this._options.centripetalForceThreshold) {\r\n directionToOrigin.negateInPlace();\r\n }\r\n\r\n let forceX: number;\r\n let forceY: number;\r\n let forceZ: number;\r\n\r\n if (absoluteDistanceFromOrigin > this._options.centripetalForceThreshold) {\r\n forceX = directionToOrigin.x * this._options.centripetalForceMultiplier;\r\n forceY = directionToOrigin.y * this._options.updraftForceMultiplier;\r\n forceZ = directionToOrigin.z * this._options.centripetalForceMultiplier;\r\n } else {\r\n const perpendicularDirection = Vector3.Cross(originOnPlane, center).normalize();\r\n\r\n forceX = (perpendicularDirection.x + directionToOrigin.x) * this._options.centrifugalForceMultiplier;\r\n forceY = this._originTop.y * this._options.updraftForceMultiplier;\r\n forceZ = (perpendicularDirection.z + directionToOrigin.z) * this._options.centrifugalForceMultiplier;\r\n }\r\n\r\n const force = TmpVectors.Vector3[3];\r\n force.set(forceX, forceY, forceZ);\r\n force.scaleInPlace(this._options.strength);\r\n\r\n data.force.copyFrom(force);\r\n data.contactPoint.copyFrom(center);\r\n data.distanceFromOrigin = absoluteDistanceFromOrigin;\r\n return true;\r\n }\r\n\r\n private _getBodyHitData(body: PhysicsBody, data: PhysicsHitData, instanceIndex?: number): boolean {\r\n if (HelperTools.HasAppliedForces(body, instanceIndex)) {\r\n return false;\r\n }\r\n\r\n const bodyObject = body.transformNode as AbstractMesh;\r\n const bodyCenter = body.getObjectCenterWorld(instanceIndex);\r\n\r\n if (!HelperTools.IsInsideCylinder(bodyCenter, this._origin, this._options.radius, this._options.height)) {\r\n return false;\r\n }\r\n\r\n data.instanceIndex = instanceIndex;\r\n return this._getHitData(bodyObject, bodyCenter, data);\r\n }\r\n\r\n private _getImpostorHitData(impostor: PhysicsImpostor, data: PhysicsHitData): boolean {\r\n if (impostor.mass === 0) {\r\n return false;\r\n }\r\n\r\n if (impostor.object.getClassName() !== \"Mesh\" && impostor.object.getClassName() !== \"InstancedMesh\") {\r\n return false;\r\n }\r\n\r\n const impostorObject = impostor.object as AbstractMesh;\r\n if (!this._intersectsWithCylinder(impostorObject)) {\r\n return false;\r\n }\r\n\r\n const impostorObjectCenter = impostor.getObjectCenter();\r\n this._getHitData(impostorObject, impostorObjectCenter, data);\r\n return true;\r\n }\r\n\r\n private _tick() {\r\n const hitData = PhysicsVortexEvent._HitData;\r\n if (this._physicsEngine.getPluginVersion() === 1) {\r\n const impostors = (<PhysicsEngineV1>this._physicsEngine).getImpostors();\r\n for (const impostor of impostors) {\r\n if (!this._getImpostorHitData(impostor, hitData)) {\r\n continue;\r\n }\r\n\r\n impostor.applyForce(hitData.force, hitData.contactPoint);\r\n }\r\n } else {\r\n const bodies = (<PhysicsEngineV2>this._physicsEngine).getBodies();\r\n for (const body of bodies) {\r\n body.iterateOverAllInstances((body: PhysicsBody, instanceIndex?: number) => {\r\n if (!this._getBodyHitData(body, hitData, instanceIndex)) {\r\n return;\r\n }\r\n\r\n body.applyForce(hitData.force, hitData.contactPoint, hitData.instanceIndex);\r\n });\r\n }\r\n }\r\n }\r\n\r\n /*** Helpers ***/\r\n\r\n private _prepareCylinder(): void {\r\n if (!this._cylinder) {\r\n this._cylinder = CreateCylinder(\r\n \"vortexEventCylinder\",\r\n {\r\n height: this._options.height,\r\n diameter: this._options.radius * 2,\r\n },\r\n this._scene\r\n );\r\n this._cylinder.isVisible = false;\r\n }\r\n }\r\n\r\n private _intersectsWithCylinder(mesh: AbstractMesh): boolean {\r\n this._cylinder.position = this._cylinderPosition;\r\n\r\n return this._cylinder.intersectsMesh(mesh, true);\r\n }\r\n}\r\n\r\n/**\r\n * Options for the radial explosion event\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsRadialExplosionEventOptions {\r\n /**\r\n * The radius of the sphere for the radial explosion.\r\n */\r\n radius: number = 5;\r\n\r\n /**\r\n * The strength of the explosion.\r\n */\r\n strength: number = 10;\r\n\r\n /**\r\n * The strength of the force in correspondence to the distance of the affected object\r\n */\r\n falloff: PhysicsRadialImpulseFalloff = PhysicsRadialImpulseFalloff.Constant;\r\n\r\n /**\r\n * Sphere options for the radial explosion.\r\n */\r\n sphere: { segments: number; diameter: number } = { segments: 32, diameter: 1 };\r\n\r\n /**\r\n * Callback that is triggered when the radial explosion affects impostors.\r\n */\r\n affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;\r\n\r\n /**\r\n * Callback that is triggered when the radial explosion affects bodies.\r\n */\r\n affectedBodiesCallback: (affectedBodiesWithData: Array<PhysicsAffectedBodyWithData>) => void;\r\n}\r\n\r\n/**\r\n * Options for the updraft event\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsUpdraftEventOptions {\r\n /**\r\n * The radius of the cylinder for the vortex\r\n */\r\n radius: number = 5;\r\n\r\n /**\r\n * The strength of the updraft.\r\n */\r\n strength: number = 10;\r\n\r\n /**\r\n * The height of the cylinder for the updraft.\r\n */\r\n height: number = 10;\r\n\r\n /**\r\n * The mode for the updraft.\r\n */\r\n updraftMode: PhysicsUpdraftMode = PhysicsUpdraftMode.Center;\r\n}\r\n\r\n/**\r\n * Options for the vortex event\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport class PhysicsVortexEventOptions {\r\n /**\r\n * The radius of the cylinder for the vortex\r\n */\r\n radius: number = 5;\r\n\r\n /**\r\n * The strength of the vortex.\r\n */\r\n strength: number = 10;\r\n\r\n /**\r\n * The height of the cylinder for the vortex.\r\n */\r\n height: number = 10;\r\n\r\n /**\r\n * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1\r\n */\r\n centripetalForceThreshold: number = 0.7;\r\n\r\n /**\r\n * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the threshold.\r\n */\r\n centripetalForceMultiplier: number = 5;\r\n\r\n /**\r\n * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the threshold.\r\n */\r\n centrifugalForceMultiplier: number = 0.5;\r\n\r\n /**\r\n * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.\r\n */\r\n updraftForceMultiplier: number = 0.02;\r\n}\r\n\r\n/**\r\n * The strength of the force in correspondence to the distance of the affected object\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport const enum PhysicsRadialImpulseFalloff {\r\n /** Defines that impulse is constant in strength across it's whole radius */\r\n Constant,\r\n /** Defines that impulse gets weaker if it's further from the origin */\r\n Linear,\r\n}\r\n\r\n/**\r\n * The strength of the force in correspondence to the distance of the affected object\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\nexport const enum PhysicsUpdraftMode {\r\n /** Defines that the upstream forces will pull towards the top center of the cylinder */\r\n Center,\r\n /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */\r\n Perpendicular,\r\n}\r\n\r\n/**\r\n * Interface for a physics hit data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsHitData {\r\n /**\r\n * The force applied at the contact point\r\n */\r\n force: Vector3;\r\n /**\r\n * The contact point\r\n */\r\n contactPoint: Vector3;\r\n /**\r\n * The distance from the origin to the contact point\r\n */\r\n distanceFromOrigin: number;\r\n /**\r\n * For an instanced physics body (mesh with thin instances), the index of the thin instance the hit applies to\r\n */\r\n instanceIndex?: number;\r\n}\r\n\r\n/**\r\n * Interface for radial explosion event data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsRadialExplosionEventData {\r\n /**\r\n * A sphere used for the radial explosion event\r\n */\r\n sphere: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for gravitational field event data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsGravitationalFieldEventData {\r\n /**\r\n * A sphere mesh used for the gravitational field event\r\n */\r\n sphere: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for updraft event data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsUpdraftEventData {\r\n /**\r\n * A cylinder used for the updraft event\r\n */\r\n cylinder?: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for vortex event data\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsVortexEventData {\r\n /**\r\n * A cylinder used for the vortex event\r\n */\r\n cylinder: Mesh;\r\n}\r\n\r\n/**\r\n * Interface for an affected physics impostor\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine#further-functionality-of-the-impostor-class\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsAffectedImpostorWithData {\r\n /**\r\n * The impostor affected by the effect\r\n */\r\n impostor: PhysicsImpostor;\r\n\r\n /**\r\n * The data about the hit/force from the explosion\r\n */\r\n hitData: PhysicsHitData;\r\n}\r\n\r\n/**\r\n * Interface for an affected physics body\r\n * @see\r\n */\r\n// eslint-disable-next-line @typescript-eslint/naming-convention\r\nexport interface PhysicsAffectedBodyWithData {\r\n /**\r\n * The impostor affected by the effect\r\n */\r\n body: PhysicsBody;\r\n\r\n /**\r\n * The data about the hit/force from the explosion\r\n */\r\n hitData: PhysicsHitData;\r\n}\r\n"]}
@@ -13,4 +13,8 @@ export declare class ShapeCastResult extends CastingResult {
13
13
  * @param fraction
14
14
  */
15
15
  setHitFraction(fraction: number): void;
16
+ /**
17
+ * Resets all the values to default
18
+ */
19
+ reset(): void;
16
20
  }
@@ -20,5 +20,12 @@ export class ShapeCastResult extends CastingResult {
20
20
  setHitFraction(fraction) {
21
21
  this._hitFraction = fraction;
22
22
  }
23
+ /**
24
+ * Resets all the values to default
25
+ */
26
+ reset() {
27
+ super.reset();
28
+ this._hitFraction = 0;
29
+ }
23
30
  }
24
31
  //# sourceMappingURL=shapeCastResult.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"shapeCastResult.js","sourceRoot":"","sources":["../../../../dev/core/src/Physics/shapeCastResult.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;GAEG;AACH,MAAM,OAAO,eAAgB,SAAQ,aAAa;IAAlD;;QACY,iBAAY,GAAW,CAAC,CAAC;IAgBrC,CAAC;IAdG;;OAEG;IACH,IAAI,WAAW;QACX,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACI,cAAc,CAAC,QAAgB;QAClC,IAAI,CAAC,YAAY,GAAG,QAAQ,CAAC;IACjC,CAAC;CACJ","sourcesContent":["import { CastingResult } from \"./castingResult\";\r\n\r\n/**\r\n * Class representing a contact point produced in a shape cast\r\n */\r\nexport class ShapeCastResult extends CastingResult {\r\n private _hitFraction: number = 0;\r\n\r\n /**\r\n * Gets the hit fraction along the casting ray\r\n */\r\n get hitFraction(): number {\r\n return this._hitFraction;\r\n }\r\n\r\n /**\r\n * Sets the hit fraction along the casting ray\r\n * @param fraction\r\n */\r\n public setHitFraction(fraction: number) {\r\n this._hitFraction = fraction;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"shapeCastResult.js","sourceRoot":"","sources":["../../../../dev/core/src/Physics/shapeCastResult.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAEhD;;GAEG;AACH,MAAM,OAAO,eAAgB,SAAQ,aAAa;IAAlD;;QACY,iBAAY,GAAW,CAAC,CAAC;IAwBrC,CAAC;IAtBG;;OAEG;IACH,IAAI,WAAW;QACX,OAAO,IAAI,CAAC,YAAY,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACI,cAAc,CAAC,QAAgB;QAClC,IAAI,CAAC,YAAY,GAAG,QAAQ,CAAC;IACjC,CAAC;IAED;;OAEG;IACa,KAAK;QACjB,KAAK,CAAC,KAAK,EAAE,CAAC;QACd,IAAI,CAAC,YAAY,GAAG,CAAC,CAAC;IAC1B,CAAC;CACJ","sourcesContent":["import { CastingResult } from \"./castingResult\";\r\n\r\n/**\r\n * Class representing a contact point produced in a shape cast\r\n */\r\nexport class ShapeCastResult extends CastingResult {\r\n private _hitFraction: number = 0;\r\n\r\n /**\r\n * Gets the hit fraction along the casting ray\r\n */\r\n get hitFraction(): number {\r\n return this._hitFraction;\r\n }\r\n\r\n /**\r\n * Sets the hit fraction along the casting ray\r\n * @param fraction\r\n */\r\n public setHitFraction(fraction: number) {\r\n this._hitFraction = fraction;\r\n }\r\n\r\n /**\r\n * Resets all the values to default\r\n */\r\n public override reset() {\r\n super.reset();\r\n this._hitFraction = 0;\r\n }\r\n}\r\n"]}
@@ -12,18 +12,56 @@ import type { Observable } from "../../Misc/observable.js";
12
12
  import type { GroundMesh } from "../../Meshes/groundMesh.js";
13
13
  /** How a specific axis can be constrained */
14
14
  export declare enum PhysicsConstraintAxisLimitMode {
15
+ /**
16
+ * The axis is not restricted at all
17
+ */
15
18
  FREE = 0,
19
+ /**
20
+ * The axis has a minimum/maximum limit
21
+ */
16
22
  LIMITED = 1,
23
+ /**
24
+ * The axis allows no relative movement of the pivots
25
+ */
17
26
  LOCKED = 2
18
27
  }
19
28
  /** The constraint specific axis to use when setting Friction, `ConstraintAxisLimitMode`, max force, ... */
20
29
  export declare enum PhysicsConstraintAxis {
30
+ /**
31
+ * Translation along the primary axis of the constraint (i.e. the
32
+ * direction specified by PhysicsConstraintParameters.axisA/axisB)
33
+ */
21
34
  LINEAR_X = 0,
35
+ /**
36
+ * Translation along the second axis of the constraint (i.e. the
37
+ * direction specified by PhysicsConstraintParameters.perpAxisA/perpAxisB)
38
+ */
22
39
  LINEAR_Y = 1,
40
+ /**
41
+ * Translation along the third axis of the constraint. This axis is
42
+ * computed from the cross product of axisA/axisB and perpAxisA/perpAxisB)
43
+ */
23
44
  LINEAR_Z = 2,
45
+ /**
46
+ * Rotation around the primary axis of the constraint (i.e. the
47
+ * axis specified by PhysicsConstraintParameters.axisA/axisB)
48
+ */
24
49
  ANGULAR_X = 3,
50
+ /**
51
+ * Rotation around the second axis of the constraint (i.e. the
52
+ * axis specified by PhysicsConstraintParameters.perpAxisA/perpAxisB)
53
+ */
25
54
  ANGULAR_Y = 4,
55
+ /**
56
+ * Rotation around the third axis of the constraint. This axis is
57
+ * computed from the cross product of axisA/axisB and perpAxisA/perpAxisB)
58
+ */
26
59
  ANGULAR_Z = 5,
60
+ /**
61
+ * A 3D distance limit; similar to specifying the LINEAR_X/Y/Z axes
62
+ * individually, but the distance calculation uses all three axes
63
+ * simultaneously, instead of individually.
64
+ */
27
65
  LINEAR_DISTANCE = 6
28
66
  }
29
67
  /** Type of Constraint */
@@ -54,7 +92,16 @@ export declare enum PhysicsConstraintType {
54
92
  * up between both bodies, allowing no relative movement.
55
93
  */
56
94
  LOCK = 5,
95
+ /**
96
+ * A prismatic will lock the rotations of the bodies, and allow translation
97
+ * only along one axis
98
+ */
57
99
  PRISMATIC = 6,
100
+ /**
101
+ * A generic constraint; this starts with no limits on how the bodies can
102
+ * move relative to each other, but limits can be added via the PhysicsConstraint
103
+ * interfaces. This can be used to specify a large variety of constraints
104
+ */
58
105
  SIX_DOF = 7
59
106
  }
60
107
  /** Type of Shape */
@@ -111,7 +158,7 @@ export interface IBasePhysicsCollisionEvent {
111
158
  */
112
159
  export interface IPhysicsCollisionEvent extends IBasePhysicsCollisionEvent {
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  /**
114
- * World position where the collision occured
161
+ * World position where the collision occurred
115
162
  */
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  point: Nullable<Vector3>;
117
164
  /**
@@ -152,7 +199,7 @@ export interface PhysicsShapeParameters {
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199
  */
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  rotation?: Quaternion;
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  /**
155
- * Dimesion extention for the box
202
+ * Dimension extents for the box
156
203
  */
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  extents?: Vector3;
158
205
  /**
@@ -221,7 +268,7 @@ export interface PhysicsConstraintParameters {
221
268
  */
222
269
  perpAxisB?: Vector3;
223
270
  /**
224
- * The maximum distance that can seperate the two pivots.
271
+ * The maximum distance that can separate the two pivots.
225
272
  * Only used for DISTANCE constraints
226
273
  */
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  maxDistance?: number;
@@ -259,7 +306,7 @@ export interface PhysicsMassProperties {
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  * The principal moments of inertia of this object
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  * for a unit mass. This determines how easy it is
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  * for the body to rotate. A value of zero on any
262
- * axis will be used as infinite interia about that
309
+ * axis will be used as infinite inertia about that
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  * axis.
264
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  *
265
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  * If not provided, the physics engine will compute