@react-three/rapier 0.1.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/declarations/src/Debug.d.ts +2 -0
- package/dist/declarations/src/Physics.d.ts +16 -0
- package/dist/declarations/src/components.d.ts +21 -0
- package/dist/declarations/src/hooks.d.ts +67 -0
- package/dist/declarations/src/index.d.ts +5 -0
- package/dist/declarations/src/types.d.ts +188 -0
- package/dist/declarations/src/utils.d.ts +17 -0
- package/dist/react-three-rapier.cjs.d.ts +1 -0
- package/dist/react-three-rapier.cjs.dev.js +914 -0
- package/dist/react-three-rapier.cjs.js +7 -0
- package/dist/react-three-rapier.cjs.prod.js +914 -0
- package/dist/react-three-rapier.esm.js +842 -0
- package/package.json +30 -0
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import React, { FC, ReactNode } from "react";
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import type Rapier from "@dimforge/rapier3d-compat";
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import { RigidBodyAutoCollider, Vector3Array } from "./types";
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export interface RapierContext {
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RAPIER: typeof Rapier;
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world: Rapier.World;
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stepFuncs: Array<() => void>;
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}
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export declare const RapierContext: React.Context<RapierContext | undefined>;
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interface RapierWorldProps {
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gravity?: Vector3Array;
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colliders?: RigidBodyAutoCollider;
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children: ReactNode;
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}
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export declare const Physics: FC<RapierWorldProps>;
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export {};
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import React from "react";
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import { ReactNode } from "react";
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import { BallArgs, CapsuleArgs, ConeArgs, ConvexHullArgs, CuboidArgs, CylinderArgs, HeightfieldArgs, RapierRigidBody, RigidBodyAutoCollider, RoundCuboidArgs, TrimeshArgs, UseColliderOptions, UseRigidBodyOptions } from "./types";
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interface RigidBodyProps extends UseRigidBodyOptions {
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children?: ReactNode;
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colliders?: RigidBodyAutoCollider | false;
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}
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export declare const RigidBody: React.ForwardRefExoticComponent<RigidBodyProps & React.RefAttributes<RapierRigidBody>>;
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declare type UseColliderOptionsRequiredArgs<T> = Omit<UseColliderOptions<T>, "args"> & {
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args: T;
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};
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export declare const CuboidCollider: (props: UseColliderOptionsRequiredArgs<CuboidArgs>) => JSX.Element;
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export declare const RoundCuboidCollider: (props: UseColliderOptionsRequiredArgs<RoundCuboidArgs>) => JSX.Element;
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export declare const BallCollider: (props: UseColliderOptionsRequiredArgs<BallArgs>) => JSX.Element;
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export declare const CapsuleCollider: (props: UseColliderOptionsRequiredArgs<CapsuleArgs>) => JSX.Element;
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export declare const HeightfieldCollider: (props: UseColliderOptionsRequiredArgs<HeightfieldArgs>) => JSX.Element;
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export declare const TrimeshCollider: (props: UseColliderOptionsRequiredArgs<TrimeshArgs>) => JSX.Element;
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export declare const ConeCollider: (props: UseColliderOptionsRequiredArgs<ConeArgs>) => JSX.Element;
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export declare const CylinderCollider: (props: UseColliderOptionsRequiredArgs<CylinderArgs>) => JSX.Element;
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export declare const ConvexHullCollider: (props: UseColliderOptionsRequiredArgs<ConvexHullArgs>) => JSX.Element;
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export {};
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import React, { MutableRefObject } from "react";
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import { RapierContext } from "./Physics";
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import { Mesh, Object3D } from "three";
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import type Rapier from "@dimforge/rapier3d-compat";
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export declare const useRapier: () => RapierContext;
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import { BallArgs, CapsuleArgs, ConeArgs, ConvexHullArgs, CuboidArgs, CylinderArgs, HeightfieldArgs, PolylineArgs, RoundConvexHullArgs, RoundCuboidArgs, RoundCylinderArgs, TrimeshArgs, UseBodyOptions, UseRigidBodyOptions, UseImpulseJoint, SphericalJointParams, FixedJointParams, PrismaticJointParams, RevoluteJointParams, UseColliderOptions, RapierRigidBody, ConvexMeshArgs, RoundConvexMeshArgs } from "./types";
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import { RoundCone } from "@dimforge/rapier3d-compat";
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export declare const useCollider: <A>(body: RapierRigidBody, options?: UseColliderOptions<A>) => Rapier.Collider[];
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export declare const useRigidBody: <O extends Object3D<import("three").Event>>(options?: UseRigidBodyOptions | undefined) => [React.MutableRefObject<O>, Rapier.RigidBody];
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export declare const useRigidBodyWithCollider: <A, O extends Object3D<import("three").Event> = Object3D<import("three").Event>>(rigidBodyOptions?: UseRigidBodyOptions | undefined, colliderOptions?: UseColliderOptions<A> | undefined) => [ref: React.MutableRefObject<O>, rigidBody: Rapier.RigidBody];
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export declare const useCuboid: <T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<CuboidArgs>) => [ref: React.MutableRefObject<T>, rigidBody: Rapier.RigidBody];
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export declare const useBall: <T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<BallArgs>) => [ref: React.MutableRefObject<T>, rigidBody: Rapier.RigidBody];
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export declare const useCapsule: <T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<CapsuleArgs>) => [ref: React.MutableRefObject<T>, rigidBody: Rapier.RigidBody];
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export declare const useHeightfield: <T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<HeightfieldArgs>) => [ref: React.MutableRefObject<T>, rigidBody: Rapier.RigidBody];
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/**
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* Create a trimesh collider and rigid body.
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* Note that Trimeshes don't have mass unless provided.
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* See https://rapier.rs/docs/user_guides/javascript/rigid_bodies#mass-properties
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* for available properties.
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*/
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export declare const useTrimesh: {
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<T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<TrimeshArgs>): [ref: React.MutableRefObject<T>, rigidBody: Rapier.RigidBody];
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fromMesh<T_1 extends Object3D<import("three").Event>>(mesh: Mesh, rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<TrimeshArgs>): [ref: React.MutableRefObject<T_1>, rigidBody: Rapier.RigidBody];
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};
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export declare const usePolyline: <T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<PolylineArgs>) => [ref: React.MutableRefObject<T>, rigidBody: Rapier.RigidBody];
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export declare const useRoundCuboid: <T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<RoundCuboidArgs>) => [ref: React.MutableRefObject<T>, rigidBody: Rapier.RigidBody];
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export declare const useCylinder: <T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<CylinderArgs>) => [ref: React.MutableRefObject<T>, rigidBody: Rapier.RigidBody];
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export declare const useRoundCylinder: <T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<RoundCylinderArgs>) => [ref: React.MutableRefObject<T>, rigidBody: Rapier.RigidBody];
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export declare const useCone: <T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<ConeArgs>) => [ref: React.MutableRefObject<T>, rigidBody: Rapier.RigidBody];
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export declare const useRoundCone: <T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<RoundCone>) => [ref: React.MutableRefObject<T>, rigidBody: Rapier.RigidBody];
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export declare const useConvexHull: {
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<T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<ConvexHullArgs>): [ref: React.MutableRefObject<T>, rigidBody: Rapier.RigidBody];
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fromMesh<T_1 extends Object3D<import("three").Event>>(mesh: Mesh, rigidBodyOptions?: UseBodyOptions, colliderOptions?: Omit<UseColliderOptions<ConvexHullArgs>, "colliderArgs">): [ref: React.MutableRefObject<T_1>, rigidBody: Rapier.RigidBody];
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};
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export declare const useRoundConvexHull: <T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<RoundConvexHullArgs>) => [ref: React.MutableRefObject<T>, rigidBody: Rapier.RigidBody];
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export declare const useConvexMesh: {
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<T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<ConvexMeshArgs>): [ref: React.MutableRefObject<Object3D<import("three").Event>>, rigidBody: Rapier.RigidBody];
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fromMesh<T_1 extends Object3D<import("three").Event>>(mesh: Mesh, rigidBodyOptions?: UseBodyOptions, colliderOptions?: Omit<UseColliderOptions<ConvexMeshArgs>, "colliderArgs">): [ref: React.MutableRefObject<Object3D<import("three").Event>>, rigidBody: Rapier.RigidBody];
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};
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export declare const useRoundConvexMesh: <T extends Object3D<import("three").Event>>(rigidBodyOptions?: UseBodyOptions, colliderOptions?: UseColliderOptions<RoundConvexMeshArgs>) => [ref: React.MutableRefObject<Object3D<import("three").Event>>, rigidBody: Rapier.RigidBody];
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export declare const useImpulseJoint: <T extends Rapier.ImpulseJoint>(body1: MutableRefObject<RapierRigidBody | undefined | null>, body2: MutableRefObject<RapierRigidBody | undefined | null>, params: Rapier.JointData) => void;
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/**
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*
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* A fixed joint ensures that two rigid-bodies don't move relative to each other.
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* Fixed joints are characterized by one local frame (represented by an isometry) on each rigid-body.
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* The fixed-joint makes these frames coincide in world-space.
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*/
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export declare const useFixedJoint: UseImpulseJoint<FixedJointParams>;
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/**
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* The spherical joint ensures that two points on the local-spaces of two rigid-bodies always coincide (it prevents any relative
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* translational motion at this points). This is typically used to simulate ragdolls arms, pendulums, etc.
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* They are characterized by one local anchor on each rigid-body. Each anchor represents the location of the
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* points that need to coincide on the local-space of each rigid-body.
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*/
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export declare const useSphericalJoint: UseImpulseJoint<SphericalJointParams>;
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/**
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* The revolute joint prevents any relative movement between two rigid-bodies, except for relative
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* rotations along one axis. This is typically used to simulate wheels, fans, etc.
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* They are characterized by one local anchor as well as one local axis on each rigid-body.
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*/
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export declare const useRevoluteJoint: UseImpulseJoint<RevoluteJointParams>;
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/**
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* The prismatic joint prevents any relative movement between two rigid-bodies, except for relative translations along one axis.
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* It is characterized by one local anchor as well as one local axis on each rigid-body. In 3D, an optional
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* local tangent axis can be specified for each rigid-body.
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*/
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export declare const usePrismaticJoint: UseImpulseJoint<PrismaticJointParams>;
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import { MutableRefObject } from "react";
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import { CoefficientCombineRule, RigidBody as RapierRigidBody, Collider as RapierCollider } from "@dimforge/rapier3d-compat";
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export { RapierRigidBody, RapierCollider };
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export { CoefficientCombineRule as CoefficientCombineRule, } from "@dimforge/rapier3d-compat";
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export declare type RigidBodyAutoCollider = 'ball' | 'cuboid' | 'hull' | 'trimesh' | false;
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export interface UseRigidBodyAPI {
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rigidBody: RapierRigidBody;
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collider: RapierCollider;
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}
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export declare type CuboidArgs = [
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halfWidth: number,
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halfHeight: number,
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halfDepth: number
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];
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export declare type BallArgs = [radius: number];
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export declare type CapsuleArgs = [radius: number, height: number];
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export declare type ConvexHullArgs = [vertices: ArrayLike<number>];
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export declare type HeightfieldArgs = [
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width: number,
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height: number,
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heights: number[],
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scale: number
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];
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export declare type TrimeshArgs = [
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vertices: ArrayLike<number>,
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indices: ArrayLike<number>
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];
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export declare type PolylineArgs = [vertices: Float32Array, indices: Uint32Array];
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export declare type RoundCuboidArgs = [
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halfWidth: number,
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halfHeight: number,
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halfDepth: number,
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borderRadius: number
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];
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export declare type CylinderArgs = [radius: number, height: number];
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export declare type RoundCylinderArgs = [
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radius: number,
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height: number,
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borderRadius: number
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];
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export declare type ConeArgs = [radius: number, height: number];
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export declare type RoundConeArgs = [
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radius: number,
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height: number,
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borderRadius: number
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];
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export declare type ConvexMeshArgs = [
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vertices: ArrayLike<number>,
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indices: ArrayLike<number>
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];
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export declare type RoundConvexHullArgs = [
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vertices: ArrayLike<number>,
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indices: ArrayLike<number>,
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borderRadius: number
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];
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export declare type RoundConvexMeshArgs = [
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vertices: ArrayLike<number>,
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indices: ArrayLike<number>,
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borderRadius: number
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];
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export declare type UseBodyOptions = Omit<UseRigidBodyOptions, "shape">;
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export declare type RigidBodyTypeString = "fixed" | "dynamic" | "kinematicPosition" | "kinematicVelocity";
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export declare type RigidBodyShape = "cuboid" | "trimesh" | "ball" | "capsule" | "convexHull" | "heightfield" | "polyline" | "roundCuboid" | "cylinder" | "roundCylinder" | "cone" | "roundCone" | "convexMesh" | "roundConvexHull" | "roundConvexMesh";
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export declare type Vector3Array = [x: number, y: number, z: number];
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export interface UseColliderOptions<A> {
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/**
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* The shape of your collider
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*/
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shape?: RigidBodyShape;
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/**
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* Arguments to pass to the collider
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*/
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args?: A;
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/**
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* The mass of this rigid body.
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* The mass and density is automatically calculated based on the shape of the collider.
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* Generally, it's not recommended to adjust the mass properties as it could lead to
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* unexpected behaviors.
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* More info https://rapier.rs/docs/user_guides/javascript/colliders#mass-properties
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*/
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mass?: number;
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/**
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* The center of mass of this rigid body
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*/
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centerOfMass?: Vector3Array;
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/**
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* Principal angular inertia of this rigid body
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*/
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principalAngularInertia?: Vector3Array;
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/**
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* Restitution controls how elastic (aka. bouncy) a contact is. Le elasticity of a contact is controlled by the restitution coefficient
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*/
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restitution?: number;
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/**
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* What happens when two bodies meet. See https://rapier.rs/docs/user_guides/javascript/colliders#friction.
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*/
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restitutionCombineRule?: CoefficientCombineRule;
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/**
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* Friction is a force that opposes the relative tangential motion between two rigid-bodies with colliders in contact.
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* A friction coefficient of 0 implies no friction at all (completely sliding contact) and a coefficient
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* greater or equal to 1 implies a very strong friction. Values greater than 1 are allowed.
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*/
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friction?: number;
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/**
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* What happens when two bodies meet. See https://rapier.rs/docs/user_guides/javascript/colliders#friction.
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*/
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frictionCombineRule?: CoefficientCombineRule;
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/**
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* The position of this collider relative to the rigid body
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*/
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position?: Vector3Array;
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/**
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* The rotation of this collider relative to the rigid body
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*/
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rotation?: Vector3Array;
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}
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export interface UseRigidBodyOptions {
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/**
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* Specify the type of this rigid body
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*/
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type?: RigidBodyTypeString;
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/** Whether or not this body can sleep.
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* default: true
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*/
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canSleep?: boolean;
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/** The linear velocity of this body.
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* default: zero velocity
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*/
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linearVelocity?: Vector3Array;
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/** The angular velocity of this body.
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* Default: zero velocity.
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*/
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angularVelocity?: Vector3Array;
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/**
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* The scaling factor applied to the gravity affecting the rigid-body.
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* Default: 1.0
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*/
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gravityScale?: number;
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/**
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* Whether or not Continous Collision Detection is enabled for this rigid-body.
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* https://rapier.rs/docs/user_guides/javascript/rigid_bodies#continuous-collision-detection
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* @default false
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*/
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ccd?: boolean;
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/**
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* Initial position of the RigidBody
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*/
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position?: Vector3Array;
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/**
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* Initial rotation of the RigidBody
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*/
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rotation?: Vector3Array;
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/**
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* Automatically generate colliders based on meshes inside this
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* rigid body.
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*
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* You can change the default setting globally by setting the colliders
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* prop on the <Physics /> component.
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*
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* Setting this to false will disable automatic colliders.
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*/
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colliders?: RigidBodyAutoCollider | false;
|
163
|
+
}
|
164
|
+
export declare type SphericalJointParams = [
|
165
|
+
body1Anchor: Vector3Array,
|
166
|
+
body2Anchor: Vector3Array
|
167
|
+
];
|
168
|
+
export declare type FixedJointParams = [
|
169
|
+
body1Anchor: Vector3Array,
|
170
|
+
body1LocalFrame: Vector3Array,
|
171
|
+
body2Anchor: Vector3Array,
|
172
|
+
body2LocalFrame: Vector3Array
|
173
|
+
];
|
174
|
+
export declare type PrismaticJointParams = [
|
175
|
+
body1Anchor: Vector3Array,
|
176
|
+
body1LocalFrame: Vector3Array,
|
177
|
+
body2Anchor: Vector3Array,
|
178
|
+
body2LocalFrame: Vector3Array
|
179
|
+
];
|
180
|
+
export declare type RevoluteJointParams = [
|
181
|
+
body1Anchor: Vector3Array,
|
182
|
+
body1LocalFrame: Vector3Array,
|
183
|
+
body2Anchor: Vector3Array,
|
184
|
+
body2LocalFrame: Vector3Array
|
185
|
+
];
|
186
|
+
export interface UseImpulseJoint<P> {
|
187
|
+
(body1: MutableRefObject<RapierRigidBody | undefined | null>, body2: MutableRefObject<RapierRigidBody | undefined | null>, params: P): void;
|
188
|
+
}
|
@@ -0,0 +1,17 @@
|
|
1
|
+
import { Collider, World } from "@dimforge/rapier3d-compat";
|
2
|
+
import { Object3D, Vector3 } from "three";
|
3
|
+
import { RapierRigidBody, RigidBodyAutoCollider, RigidBodyShape, RigidBodyTypeString, UseColliderOptions, Vector3Array } from "./types";
|
4
|
+
export declare const vectorArrayToObject: (arr: Vector3Array) => {
|
5
|
+
x: number;
|
6
|
+
y: number;
|
7
|
+
z: number;
|
8
|
+
};
|
9
|
+
export declare const rigidBodyTypeFromString: (type: RigidBodyTypeString) => number;
|
10
|
+
export declare const scaleColliderArgs: (shape: RigidBodyShape, args: (number | ArrayLike<number>)[], scale: Vector3) => (number | ArrayLike<number>)[];
|
11
|
+
export declare const createColliderFromOptions: <A>(options: UseColliderOptions<A>, world: World, body: RapierRigidBody, scale?: {
|
12
|
+
x: number;
|
13
|
+
y: number;
|
14
|
+
z: number;
|
15
|
+
}) => Collider;
|
16
|
+
export declare const createCollidersFromChildren: (object: Object3D, rigidBody: RapierRigidBody, type: RigidBodyAutoCollider, world: World) => Collider[];
|
17
|
+
export declare const scaleVertices: (vertices: ArrayLike<number>, scale: Vector3) => number[];
|
@@ -0,0 +1 @@
|
|
1
|
+
export * from "./declarations/src/index";
|