@react-three/rapier 0.6.7 → 0.6.8
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.
@@ -58,7 +58,7 @@ export interface RigidBodyApi {
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/**
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* Sets the rotation quaternion of this rigid-body.
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*/
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setRotation(rotation:
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setRotation(rotation: Quaternion): void;
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/**
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* The linear velocity of this rigid-body.
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*/
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@@ -99,7 +99,7 @@ export interface RigidBodyApi {
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* rigid-body from its current position and its next kinematic position. This velocity will be used
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* to compute forces on dynamic bodies interacting with this body.
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*/
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setNextKinematicRotation(rotation:
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setNextKinematicRotation(rotation: Quaternion): void;
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/**
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* If this rigid body is kinematic, sets its future rotation after the next timestep integration.
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*
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@@ -122,10 +122,6 @@ const createColliderFromOptions = ({
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w: qRotation.w
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}).setRestitution((_options$restitution = options === null || options === void 0 ? void 0 : options.restitution) !== null && _options$restitution !== void 0 ? _options$restitution : 0).setRestitutionCombineRule((_options$restitutionC = options === null || options === void 0 ? void 0 : options.restitutionCombineRule) !== null && _options$restitutionC !== void 0 ? _options$restitutionC : rapier3dCompat.CoefficientCombineRule.Average).setFriction((_options$friction = options === null || options === void 0 ? void 0 : options.friction) !== null && _options$friction !== void 0 ? _options$friction : 0.7).setFrictionCombineRule((_options$frictionComb = options === null || options === void 0 ? void 0 : options.frictionCombineRule) !== null && _options$frictionComb !== void 0 ? _options$frictionComb : rapier3dCompat.CoefficientCombineRule.Average);
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if (colliderShape === "heightfield") {
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console.log(colliderDesc);
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}
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if (hasCollisionEvents) {
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colliderDesc = colliderDesc.setActiveEvents(rapier3dCompat.ActiveEvents.COLLISION_EVENTS);
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} // If any of the mass properties are specified, add mass properties
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@@ -172,7 +168,6 @@ const createCollidersFromChildren = ({
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}) => {
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const hasCollisionEvents = !!(options.onCollisionEnter || options.onCollisionExit);
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const colliders = [];
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new three.Vector3();
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object.traverseVisible(child => {
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if ("isMesh" in child) {
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if (_ignoreMeshColliders && isChildOfMeshCollider(child)) return;
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@@ -328,12 +323,7 @@ const createRigidBodyApi = ref => {
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addTorque: torque => ref.current().addTorque(torque, true),
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translation() {
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x,
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y,
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z
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} = ref.current().translation();
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return new three.Vector3(x, y, z);
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return rapierVector3ToVector3(ref.current().translation());
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},
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setTranslation: translation => ref.current().setTranslation(translation, true),
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@@ -348,18 +338,8 @@ const createRigidBodyApi = ref => {
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return new three.Quaternion(x, y, z, w);
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},
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setRotation:
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y,
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z
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}) => {
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const q = vector3ToQuaternion(new three.Vector3(x, y, z));
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ref.current().setRotation({
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x: q.x,
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y: q.y,
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z: q.z,
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w: q.w
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}, true);
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setRotation: rotation => {
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ref.current().setRotation(rotation, true);
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},
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linvel() {
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@@ -395,18 +375,8 @@ const createRigidBodyApi = ref => {
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},
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setAngularDamping: factor => ref.current().setAngularDamping(factor),
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setNextKinematicRotation:
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y,
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z
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}) => {
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const q = vector3ToQuaternion(new three.Vector3(x, y, z));
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ref.current().setNextKinematicRotation({
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x: q.x,
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y: q.y,
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z: q.z,
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w: q.w
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});
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setNextKinematicRotation: rotation => {
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ref.current().setNextKinematicRotation(rotation);
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},
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setNextKinematicTranslation: translation => ref.current().setNextKinematicTranslation(translation),
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resetForces: () => ref.current().resetForces(true),
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@@ -496,7 +466,6 @@ const Physics = ({
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return worldRef.current;
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});
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const [colliderMeshes] = React.useState(() => new Map());
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const [rigidBodyStates] = React.useState(() => new Map());
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const [rigidBodyEvents] = React.useState(() => new Map());
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const [eventQueue] = React.useState(() => new rapier3dCompat.EventQueue(false)); // Init world
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@@ -602,7 +571,7 @@ const Physics = ({
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const rigidBodyHandle1 = (_collider1$parent = collider1.parent()) === null || _collider1$parent === void 0 ? void 0 : _collider1$parent.handle;
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const rigidBodyHandle2 = (_collider2$parent = collider2.parent()) === null || _collider2$parent === void 0 ? void 0 : _collider2$parent.handle;
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if (!collider1 || !collider2 ||
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if (!collider1 || !collider2 || rigidBodyHandle1 === undefined || rigidBodyHandle2 === undefined) {
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return;
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}
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@@ -646,7 +615,6 @@ const Physics = ({
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colliders: _colliders,
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gravity: _gravity
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},
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colliderMeshes,
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rigidBodyStates,
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rigidBodyEvents,
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isPaused
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@@ -122,10 +122,6 @@ const createColliderFromOptions = ({
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w: qRotation.w
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}).setRestitution((_options$restitution = options === null || options === void 0 ? void 0 : options.restitution) !== null && _options$restitution !== void 0 ? _options$restitution : 0).setRestitutionCombineRule((_options$restitutionC = options === null || options === void 0 ? void 0 : options.restitutionCombineRule) !== null && _options$restitutionC !== void 0 ? _options$restitutionC : rapier3dCompat.CoefficientCombineRule.Average).setFriction((_options$friction = options === null || options === void 0 ? void 0 : options.friction) !== null && _options$friction !== void 0 ? _options$friction : 0.7).setFrictionCombineRule((_options$frictionComb = options === null || options === void 0 ? void 0 : options.frictionCombineRule) !== null && _options$frictionComb !== void 0 ? _options$frictionComb : rapier3dCompat.CoefficientCombineRule.Average);
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if (colliderShape === "heightfield") {
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console.log(colliderDesc);
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}
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if (hasCollisionEvents) {
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colliderDesc = colliderDesc.setActiveEvents(rapier3dCompat.ActiveEvents.COLLISION_EVENTS);
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} // If any of the mass properties are specified, add mass properties
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@@ -172,7 +168,6 @@ const createCollidersFromChildren = ({
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}) => {
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const hasCollisionEvents = !!(options.onCollisionEnter || options.onCollisionExit);
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const colliders = [];
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new three.Vector3();
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object.traverseVisible(child => {
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if ("isMesh" in child) {
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if (_ignoreMeshColliders && isChildOfMeshCollider(child)) return;
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@@ -328,12 +323,7 @@ const createRigidBodyApi = ref => {
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addTorque: torque => ref.current().addTorque(torque, true),
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translation() {
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} = ref.current().translation();
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return new three.Vector3(x, y, z);
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return rapierVector3ToVector3(ref.current().translation());
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},
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setTranslation: translation => ref.current().setTranslation(translation, true),
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@@ -348,18 +338,8 @@ const createRigidBodyApi = ref => {
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return new three.Quaternion(x, y, z, w);
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},
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setRotation:
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}) => {
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const q = vector3ToQuaternion(new three.Vector3(x, y, z));
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ref.current().setRotation({
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x: q.x,
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y: q.y,
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z: q.z,
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w: q.w
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}, true);
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setRotation: rotation => {
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ref.current().setRotation(rotation, true);
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},
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linvel() {
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},
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setAngularDamping: factor => ref.current().setAngularDamping(factor),
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setNextKinematicRotation:
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y,
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}) => {
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const q = vector3ToQuaternion(new three.Vector3(x, y, z));
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ref.current().setNextKinematicRotation({
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x: q.x,
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y: q.y,
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z: q.z,
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w: q.w
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});
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setNextKinematicRotation: rotation => {
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ref.current().setNextKinematicRotation(rotation);
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},
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setNextKinematicTranslation: translation => ref.current().setNextKinematicTranslation(translation),
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resetForces: () => ref.current().resetForces(true),
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return worldRef.current;
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});
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const [colliderMeshes] = React.useState(() => new Map());
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const [rigidBodyStates] = React.useState(() => new Map());
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const [rigidBodyEvents] = React.useState(() => new Map());
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const [eventQueue] = React.useState(() => new rapier3dCompat.EventQueue(false)); // Init world
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const rigidBodyHandle1 = (_collider1$parent = collider1.parent()) === null || _collider1$parent === void 0 ? void 0 : _collider1$parent.handle;
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const rigidBodyHandle2 = (_collider2$parent = collider2.parent()) === null || _collider2$parent === void 0 ? void 0 : _collider2$parent.handle;
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if (!collider1 || !collider2 ||
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if (!collider1 || !collider2 || rigidBodyHandle1 === undefined || rigidBodyHandle2 === undefined) {
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return;
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}
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@@ -646,7 +615,6 @@ const Physics = ({
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colliders: _colliders,
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gravity: _gravity
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},
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colliderMeshes,
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rigidBodyStates,
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rigidBodyEvents,
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isPaused
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@@ -97,10 +97,6 @@ const createColliderFromOptions = ({
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w: qRotation.w
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}).setRestitution((_options$restitution = options === null || options === void 0 ? void 0 : options.restitution) !== null && _options$restitution !== void 0 ? _options$restitution : 0).setRestitutionCombineRule((_options$restitutionC = options === null || options === void 0 ? void 0 : options.restitutionCombineRule) !== null && _options$restitutionC !== void 0 ? _options$restitutionC : CoefficientCombineRule.Average).setFriction((_options$friction = options === null || options === void 0 ? void 0 : options.friction) !== null && _options$friction !== void 0 ? _options$friction : 0.7).setFrictionCombineRule((_options$frictionComb = options === null || options === void 0 ? void 0 : options.frictionCombineRule) !== null && _options$frictionComb !== void 0 ? _options$frictionComb : CoefficientCombineRule.Average);
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if (colliderShape === "heightfield") {
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console.log(colliderDesc);
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}
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if (hasCollisionEvents) {
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colliderDesc = colliderDesc.setActiveEvents(ActiveEvents.COLLISION_EVENTS);
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} // If any of the mass properties are specified, add mass properties
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}) => {
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const hasCollisionEvents = !!(options.onCollisionEnter || options.onCollisionExit);
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const colliders = [];
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new Vector3();
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object.traverseVisible(child => {
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if ("isMesh" in child) {
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if (_ignoreMeshColliders && isChildOfMeshCollider(child)) return;
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addTorque: torque => ref.current().addTorque(torque, true),
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translation() {
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} = ref.current().translation();
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return new Vector3(x, y, z);
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return rapierVector3ToVector3(ref.current().translation());
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},
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setTranslation: translation => ref.current().setTranslation(translation, true),
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return new Quaternion(x, y, z, w);
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},
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setRotation:
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}) => {
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const q = vector3ToQuaternion(new Vector3(x, y, z));
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ref.current().setRotation({
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x: q.x,
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y: q.y,
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z: q.z,
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w: q.w
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}, true);
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setRotation: rotation => {
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ref.current().setRotation(rotation, true);
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},
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linvel() {
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},
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setAngularDamping: factor => ref.current().setAngularDamping(factor),
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setNextKinematicRotation:
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ref.current().setNextKinematicRotation({
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x: q.x,
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setNextKinematicRotation: rotation => {
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ref.current().setNextKinematicRotation(rotation);
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},
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setNextKinematicTranslation: translation => ref.current().setNextKinematicTranslation(translation),
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resetForces: () => ref.current().resetForces(true),
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return worldRef.current;
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});
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const [colliderMeshes] = useState(() => new Map());
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const [rigidBodyStates] = useState(() => new Map());
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const [rigidBodyEvents] = useState(() => new Map());
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const [eventQueue] = useState(() => new EventQueue(false)); // Init world
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const rigidBodyHandle1 = (_collider1$parent = collider1.parent()) === null || _collider1$parent === void 0 ? void 0 : _collider1$parent.handle;
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const rigidBodyHandle2 = (_collider2$parent = collider2.parent()) === null || _collider2$parent === void 0 ? void 0 : _collider2$parent.handle;
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if (!collider1 || !collider2 ||
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if (!collider1 || !collider2 || rigidBodyHandle1 === undefined || rigidBodyHandle2 === undefined) {
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return;
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}
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colliders: _colliders,
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gravity: _gravity
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},
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colliderMeshes,
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rigidBodyStates,
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rigidBodyEvents,
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isPaused
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