angular-three-cannon 4.0.0-next.98 → 4.0.0
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/README.md +38 -19
- package/body/README.md +38 -17
- package/constraint/README.md +42 -15
- package/debug/README.md +24 -15
- package/fesm2022/angular-three-cannon-body.mjs +226 -2
- package/fesm2022/angular-three-cannon-body.mjs.map +1 -1
- package/fesm2022/angular-three-cannon-constraint.mjs +109 -3
- package/fesm2022/angular-three-cannon-constraint.mjs.map +1 -1
- package/fesm2022/angular-three-cannon-debug.mjs +50 -5
- package/fesm2022/angular-three-cannon-debug.mjs.map +1 -1
- package/fesm2022/angular-three-cannon.mjs +39 -6
- package/fesm2022/angular-three-cannon.mjs.map +1 -1
- package/package.json +9 -9
- package/types/angular-three-cannon-body.d.ts +398 -0
- package/types/angular-three-cannon-constraint.d.ts +214 -0
- package/types/angular-three-cannon-debug.d.ts +92 -0
- package/types/angular-three-cannon.d.ts +145 -0
- package/body/index.d.ts +0 -2
- package/body/lib/body.d.ts +0 -62
- package/body/lib/types.d.ts +0 -49
- package/body/lib/utils.d.ts +0 -50
- package/constraint/index.d.ts +0 -1
- package/constraint/lib/constraint.d.ts +0 -57
- package/debug/index.d.ts +0 -1
- package/debug/lib/debug.d.ts +0 -24
- package/index.d.ts +0 -1
- package/lib/physics.d.ts +0 -60
package/README.md
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This library is a wrapper around the [Cannon.js](https://schteppe.github.io/cannon.js/) physics engine for use with Angular Three.
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## Documentation
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All public APIs are documented with JSDoc comments. Your IDE will provide inline documentation, parameter hints, and examples as you code.
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## Installation
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```bash
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## Usage
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```typescript
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import { Component, viewChild, ElementRef } from '@angular/core';
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import { Mesh } from 'three';
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import { NgtcPhysics } from 'angular-three-cannon';
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import { box } from 'angular-three-cannon/body';
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@Component({
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template: `
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<ngt-mesh #mesh>
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constructor() {
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// Make this mesh a Box body in Physics. Only works within ngtc-physics
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-
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box(() => ({ mass: 10000, position: [0, 0, 0], args: [1, 1, 1] }), this.mesh);
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}
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}
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export class SceneGraph {}
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```
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###
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### Options
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The `NgtcPhysics` component accepts an `options` input with the following properties:
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```html
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<ngtc-physics [options]="{ gravity: [0, -9.81, 0], iterations: 10 }">
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<!-- Physics bodies here -->
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</ngtc-physics>
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```
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| Property | Type | Default |
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| ------------------------ | ------------------------ | ----------------------------------- |
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| `allowSleep` | `boolean` | `false` |
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| `axisIndex` | `0 \| 1 \| 2` | `0` |
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| `broadphase` | `'Naive' \| 'SAP'` | `'Naive'` |
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| `defaultContactMaterial` | `ContactMaterialOptions` | `{ contactEquationStiffness: 1e6 }` |
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| `frictionGravity` | `Vector3 \| null` | `null` |
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| `gravity` | `Vector3` | `[0, -9.81, 0]` |
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| `isPaused` | `boolean` | `false` |
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| `iterations` | `number` | `5` |
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| `maxSubSteps` | `number` | `10` |
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| `quatNormalizeFast` | `boolean` | `false` |
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| `quatNormalizeSkip` | `number` | `0` |
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| `shouldInvalidate` | `boolean` | `true` |
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| `size` | `number` | `1000` |
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| `solver` | `'GS' \| 'Split'` | `'GS'` |
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| `stepSize` | `number` | `1/60` |
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| `tolerance` | `number` | `0.001` |
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## Debug
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package/body/README.md
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# `angular-three-cannon/body`
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This module provides
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### Available
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| Function
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This module provides functions to create physics bodies that link `ngt-*` objects in THREE.js with bodies in the Cannon.js physics world. These functions simplify the process of adding physics behavior to your 3D objects.
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### Available Body Functions
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| Function | Description | `args` Arguments | `object` Type |
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| :----------------- | :----------------------------------------------- | :----------------------------------------------- | :------------ |
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| `box` | Creates a box-shaped physics body. | `[width, height, depth]` | `ElementRef` |
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| `convexPolyhedron` | Creates a convex polyhedron-shaped physics body. | `[vertices, faces]` | `ElementRef` |
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| `cylinder` | Creates a cylinder-shaped physics body. | `[radiusTop, radiusBottom, height, numSegments]` | `ElementRef` |
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| `heightfield` | Creates a heightfield-shaped physics body. | `[data, { elementSize }]` | `ElementRef` |
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| `particle` | Creates a particle physics body. | (none) | `ElementRef` |
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| `plane` | Creates a plane-shaped physics body. | (none) | `ElementRef` |
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| `sphere` | Creates a sphere-shaped physics body. | `[radius]` | `ElementRef` |
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| `trimesh` | Creates a trimesh-shaped physics body. | `[vertices, indices]` | `ElementRef` |
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| `compound` | Creates a compound physics body. | (uses `shapes` property instead) | `ElementRef` |
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**All functions also accept an optional `options` argument for additional customization.**
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### Simple Usage of `
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### Simple Usage of `box()`
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```typescript
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import { Component, viewChild, ElementRef } from '@angular/core';
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import { Mesh } from 'three';
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import { NgtcPhysics } from 'angular-three-cannon';
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import { box } from 'angular-three-cannon/body';
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@Component({
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template: `
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<ngt-mesh #mesh>
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constructor() {
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// Make this mesh a Box body in Physics. Only works within ngtc-physics
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box(() => ({ mass: 10000, position: [0, 0, 0], args: [1, 1, 1] }), this.mesh);
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}
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}
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})
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export class SceneGraph {}
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```
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### Deprecated Functions
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The following `inject*` functions are deprecated and will be removed in v5.0.0. Use the new function names instead:
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| Deprecated | Use Instead |
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| :----------------------- | :----------------- |
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| `injectBox` | `box` |
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| `injectConvexPolyhedron` | `convexPolyhedron` |
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| `injectCylinder` | `cylinder` |
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| `injectHeightfield` | `heightfield` |
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| `injectParticle` | `particle` |
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| `injectPlane` | `plane` |
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| `injectSphere` | `sphere` |
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| `injectTrimesh` | `trimesh` |
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| `injectCompound` | `compound` |
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package/constraint/README.md
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This module provides functions to create physics constraints that link physics bodies in the Cannon.js physics world. These functions simplify the process of adding constraints between your 3D objects.
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### Available
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### Available Constraint Functions
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| `pointToPoint` | Creates a point-to-point constraint between two bodies. The constraint tries to keep the distance between the anchor points constant. |
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| `coneTwist` | Creates a cone-twist constraint between two bodies. The constraint attempts to keep the bodies aligned along a common axis, allowing swing and twist motion. |
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| `distance` | Creates a distance constraint between two bodies. The constraint tries to keep the distance between the bodies' center of masses constant. |
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| `lock` | Creates a lock constraint between two bodies. The constraint completely locks the motion of one body relative to another. |
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| `hinge` | Creates a hinge constraint between two bodies. The constraint allows for rotation around a shared axis, like a door hinge. |
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| Function | Description |
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| :------------- | :----------------------------------------------------------------------------------------------------------------------------------------------------------- |
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| `pointToPoint` | Creates a point-to-point constraint between two bodies. The constraint tries to keep the distance between the anchor points constant. |
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| `coneTwist` | Creates a cone-twist constraint between two bodies. The constraint attempts to keep the bodies aligned along a common axis, allowing swing and twist motion. |
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| `distance` | Creates a distance constraint between two bodies. The constraint tries to keep the distance between the bodies' center of masses constant. |
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| `lock` | Creates a lock constraint between two bodies. The constraint completely locks the motion of one body relative to another. |
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| `hinge` | Creates a hinge constraint between two bodies. The constraint allows for rotation around a shared axis, like a door hinge. |
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**All functions
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**All functions take `bodyA`, `bodyB`, and an optional `options` object as arguments.**
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### Simple Usage of `hinge()`
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```typescript
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import { hinge } from 'angular-three-cannon/constraint';
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constructor() {
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// Create a hinge constraint between mesh1 and mesh2. Only works within <ngtc-physics>
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hinge(this.mesh1, this.mesh2,
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hinge(this.mesh1, this.mesh2, {
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options: {
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pivotA: [0, 0.5, 0], // hinge location on the first body
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pivotB: [0, -0.5, 0], // hinge location on the second body
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axisA: [0, 1, 0], // axis of rotation on the first body
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axisB: [0, 1, 0], // axis of rotation on the second body
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},
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});
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}
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}
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```
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### Constraint Options
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All constraint functions accept an optional third argument with the following properties:
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```typescript
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interface NgtcConstraintOptions {
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injector?: Injector; // Angular injector for dependency injection
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disableOnStart?: boolean; // Whether to create the constraint disabled (default: false)
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options?: ConstraintSpecificOptions; // Constraint-specific configuration
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}
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```
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### Deprecated Functions
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The following `inject*` functions are deprecated and will be removed in v5.0.0. Use the new function names instead:
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| Deprecated | Use Instead |
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| :------------------- | :------------- |
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| `injectPointToPoint` | `pointToPoint` |
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| `injectConeTwist` | `coneTwist` |
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| `injectDistance` | `distance` |
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| `injectLock` | `lock` |
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| `injectHinge` | `hinge` |
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package/debug/README.md
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```
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## NgtcDebugApi
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The `NgtcDebugApi` interface provides methods to interact with the debug renderer:
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- `add(uuid: string, props: BodyProps, type: BodyShapeType)`: Adds a physics body to the debug renderer.
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- `remove(uuid: string)`: Removes a physics body from the debug renderer.
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The `injectNgtcDebugApi` function is used to inject the `NgtcDebugApi` into your components, enabling you to control the debug visualization.
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## NgtcDebug
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The `NgtcDebug` directive is applied to the `ngtc-physics` component to enable physics debugging. It has the following
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The `NgtcDebug` directive is applied to the `ngtc-physics` component to enable physics debugging. It has the following input:
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- `debug`: An object containing the following properties:
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- `enabled`: (boolean) Whether the debug visualization is enabled (default: true).
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- `color`: (string) The color of the debug visualization (default: 'black').
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- `impl`: (typeof CannonDebugger) The implementation of the CannonDebugger to use (default: CannonDebugger).
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## Usage
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```html
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<ngtc-physics debug
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<ngtc-physics [debug]="{ enabled: true }">
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<!-- Physics bodies here -->
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</ngtc-physics>
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```
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You can customize the debug visualization by providing input values within the `debug` object:
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```html
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<ngtc-physics [debug]="{enabled: true, color: 'red', scale: 0.5}"
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<ngtc-physics [debug]="{ enabled: true, color: 'red', scale: 0.5 }">
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<!-- Physics bodies here -->
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</ngtc-physics>
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```
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Toggle debug visualization based on component state:
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```html
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<ngtc-physics [debug]="{ enabled: isDebugging() }">
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<!-- Physics bodies here -->
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</ngtc-physics>
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```
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## NgtcDebug Methods
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The `NgtcDebug` class provides the following methods for internal use:
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- `add(uuid: string, props: BodyProps, type: BodyShapeType)`: Adds a physics body to the debug renderer.
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- `remove(uuid: string)`: Removes a physics body from the debug renderer.
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These methods are called automatically by body functions when debug is enabled.
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@@ -20,6 +20,25 @@ function quaternionToRotation(callback) {
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return (v) => callback(e.setFromQuaternion(q.fromArray(v)).toArray());
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}
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/**
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* Creates a subscription function for monitoring physics body property changes.
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*
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* @template T - The subscription property name type
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* @param type - The property type to subscribe to (e.g., 'position', 'velocity')
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*
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* @example
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* ```typescript
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* const subscribe = createSubscribe(body, worker, subscriptions, 'position');
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* const unsubscribe = subscribe((position) => console.log(position));
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* // Later: unsubscribe();
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* ```
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function createSubscribe(body, worker, subscriptions, type, index, target = 'bodies') {
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return (callback) => {
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const id = incrementingId++;
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@@ -35,15 +54,51 @@ function createSubscribe(body, worker, subscriptions, type, index, target = 'bod
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function makeTriplet(v) {
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return is.three(v, 'isVector3') ? [v.x, v.y, v.z] : v;
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/**
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* Prepares a Three.js Object3D with initial physics body properties.
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* Sets the object's position, rotation, and userData from body props.
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*
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* @param object - The Three.js Object3D to prepare
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* @param props - Body properties containing position, rotation, and userData
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*
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* @example
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* ```typescript
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* prepare(mesh, { position: [0, 5, 0], rotation: [0, Math.PI, 0] });
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* ```
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*/
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function prepare(object, { position = [0, 0, 0], rotation = [0, 0, 0], userData = {} }) {
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object.userData = userData;
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object.position.set(...position);
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object.rotation.set(...rotation);
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object.updateMatrix();
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}
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/**
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* Sets up collision event handlers for a physics body.
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* Registers callbacks for collide, collideBegin, and collideEnd events.
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*
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* @param events - The events map to register handlers in
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* @param props - Body props containing collision callback functions
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* @param uuid - The unique identifier for the physics body
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*/
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function setupCollision(events, { onCollide, onCollideBegin, onCollideEnd }, uuid) {
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events[uuid] = { collide: onCollide, collideBegin: onCollideBegin, collideEnd: onCollideEnd };
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}
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/**
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* Creates the public API for controlling a physics body.
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* Provides methods for applying forces, setting properties, and subscribing to changes.
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*
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* @param body - The Three.js Object3D associated with the physics body
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* @param worker - The Cannon.js worker API instance
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* @param context - Physics context containing subscriptions and scale overrides
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* @returns The body's public API with all available methods
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*
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* @example
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* ```typescript
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* const api = makeBodyApi(mesh, worker, { subscriptions, scaleOverrides });
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* api.applyForce([0, 100, 0], [0, 0, 0]);
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* api.position.subscribe((pos) => console.log(pos));
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* ```
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*/
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function makeBodyApi(body, worker, { subscriptions, scaleOverrides }) {
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const makeAtomic = (type, index) => {
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const op = `set${capitalize(type)}`;
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@@ -175,6 +230,21 @@ function makeBodyApi(body, worker, { subscriptions, scaleOverrides }) {
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const cache = {};
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return { ...makeApi(), at: (index) => cache[index] || (cache[index] = makeApi(index)) };
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}
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/**
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* Default argument transformation functions for each physics body shape type.
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* These functions convert Three.js-friendly arguments to Cannon.js-compatible formats.
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*
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* Each transformer handles the specific requirements of its shape type:
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* - Plane: No arguments needed
|
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|
+
* - Box: [width, height, depth], defaults to [1, 1, 1]
|
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+
* - Trimesh: Passes through vertices and indices unchanged
|
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* - Cylinder: No arguments needed (uses shape defaults)
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|
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* - Heightfield: Passes through height data unchanged
|
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|
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* - ConvexPolyhedron: Converts Vector3 arrays to triplet arrays
|
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* - Particle: No arguments needed
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|
+
* - Sphere: [radius], defaults to [1]
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* - Compound: Passes through shape array unchanged
|
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+
*/
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const defaultTransformArgs = {
|
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Plane: (_) => [],
|
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Box: (args = [1, 1, 1]) => args,
|
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@@ -210,7 +280,7 @@ function body(type, getPropFn, ref, { transformArgs, injector } = {}) {
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const transform = transformArgs ?? defaultTransformArgs[type];
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const isRefSignal = isSignal(ref);
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|
const bodyRef = (isRefSignal ? ref : signal(ref));
|
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|
-
const body = computed(() => resolveRef(bodyRef()));
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|
+
const body = computed(() => resolveRef(bodyRef()), ...(ngDevMode ? [{ debugName: "body" }] : []));
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|
const api = computed(() => {
|
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215
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|
const _body = body();
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|
if (!_body)
|
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@@ -220,7 +290,7 @@ function body(type, getPropFn, ref, { transformArgs, injector } = {}) {
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|
if (!_worker)
|
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291
|
return null;
|
|
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292
|
return makeBodyApi(_body, _worker, rest);
|
|
223
|
-
});
|
|
293
|
+
}, ...(ngDevMode ? [{ debugName: "api" }] : []));
|
|
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294
|
effect((onCleanup) => {
|
|
225
295
|
const currentWorker = physics.worker();
|
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|
if (!currentWorker)
|
|
@@ -288,14 +358,168 @@ function body(type, getPropFn, ref, { transformArgs, injector } = {}) {
|
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358
|
return api;
|
|
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359
|
});
|
|
290
360
|
}
|
|
361
|
+
/**
|
|
362
|
+
* Creates a box-shaped physics body.
|
|
363
|
+
*
|
|
364
|
+
* @param getPropFn - Function returning body properties for each instance index
|
|
365
|
+
* @param ref - Reference to the Three.js Object3D to attach physics to
|
|
366
|
+
* @param options - Optional configuration for the body
|
|
367
|
+
* @returns Signal containing the body's public API, or null if not ready
|
|
368
|
+
*
|
|
369
|
+
* @example
|
|
370
|
+
* ```typescript
|
|
371
|
+
* const mesh = viewChild.required<ElementRef<Mesh>>('mesh');
|
|
372
|
+
* const api = box(() => ({ mass: 1, args: [1, 1, 1], position: [0, 5, 0] }), mesh);
|
|
373
|
+
* ```
|
|
374
|
+
*/
|
|
291
375
|
const box = createBody('Box');
|
|
376
|
+
/**
|
|
377
|
+
* Creates a convex polyhedron physics body from vertices and faces.
|
|
378
|
+
*
|
|
379
|
+
* @param getPropFn - Function returning body properties for each instance index
|
|
380
|
+
* @param ref - Reference to the Three.js Object3D to attach physics to
|
|
381
|
+
* @param options - Optional configuration for the body
|
|
382
|
+
* @returns Signal containing the body's public API, or null if not ready
|
|
383
|
+
*
|
|
384
|
+
* @example
|
|
385
|
+
* ```typescript
|
|
386
|
+
* const mesh = viewChild.required<ElementRef<Mesh>>('mesh');
|
|
387
|
+
* const api = convexPolyhedron(() => ({
|
|
388
|
+
* mass: 1,
|
|
389
|
+
* args: [vertices, faces],
|
|
390
|
+
* position: [0, 5, 0]
|
|
391
|
+
* }), mesh);
|
|
392
|
+
* ```
|
|
393
|
+
*/
|
|
292
394
|
const convexPolyhedron = createBody('ConvexPolyhedron');
|
|
395
|
+
/**
|
|
396
|
+
* Creates a cylinder-shaped physics body.
|
|
397
|
+
*
|
|
398
|
+
* @param getPropFn - Function returning body properties for each instance index
|
|
399
|
+
* @param ref - Reference to the Three.js Object3D to attach physics to
|
|
400
|
+
* @param options - Optional configuration for the body
|
|
401
|
+
* @returns Signal containing the body's public API, or null if not ready
|
|
402
|
+
*
|
|
403
|
+
* @example
|
|
404
|
+
* ```typescript
|
|
405
|
+
* const mesh = viewChild.required<ElementRef<Mesh>>('mesh');
|
|
406
|
+
* // args: [radiusTop, radiusBottom, height, numSegments]
|
|
407
|
+
* const api = cylinder(() => ({ mass: 1, args: [0.5, 0.5, 2, 16], position: [0, 5, 0] }), mesh);
|
|
408
|
+
* ```
|
|
409
|
+
*/
|
|
293
410
|
const cylinder = createBody('Cylinder');
|
|
411
|
+
/**
|
|
412
|
+
* Creates a heightfield physics body for terrain simulation.
|
|
413
|
+
*
|
|
414
|
+
* @param getPropFn - Function returning body properties for each instance index
|
|
415
|
+
* @param ref - Reference to the Three.js Object3D to attach physics to
|
|
416
|
+
* @param options - Optional configuration for the body
|
|
417
|
+
* @returns Signal containing the body's public API, or null if not ready
|
|
418
|
+
*
|
|
419
|
+
* @example
|
|
420
|
+
* ```typescript
|
|
421
|
+
* const mesh = viewChild.required<ElementRef<Mesh>>('mesh');
|
|
422
|
+
* const heightData = [[0, 0, 0], [0, 1, 0], [0, 0, 0]];
|
|
423
|
+
* const api = heightfield(() => ({
|
|
424
|
+
* mass: 0,
|
|
425
|
+
* args: [heightData, { elementSize: 1 }],
|
|
426
|
+
* position: [0, 0, 0]
|
|
427
|
+
* }), mesh);
|
|
428
|
+
* ```
|
|
429
|
+
*/
|
|
294
430
|
const heightfield = createBody('Heightfield');
|
|
431
|
+
/**
|
|
432
|
+
* Creates a particle (point mass) physics body with no shape.
|
|
433
|
+
*
|
|
434
|
+
* @param getPropFn - Function returning body properties for each instance index
|
|
435
|
+
* @param ref - Reference to the Three.js Object3D to attach physics to
|
|
436
|
+
* @param options - Optional configuration for the body
|
|
437
|
+
* @returns Signal containing the body's public API, or null if not ready
|
|
438
|
+
*
|
|
439
|
+
* @example
|
|
440
|
+
* ```typescript
|
|
441
|
+
* const mesh = viewChild.required<ElementRef<Mesh>>('mesh');
|
|
442
|
+
* const api = particle(() => ({ mass: 1, position: [0, 5, 0] }), mesh);
|
|
443
|
+
* ```
|
|
444
|
+
*/
|
|
295
445
|
const particle = createBody('Particle');
|
|
446
|
+
/**
|
|
447
|
+
* Creates an infinite plane physics body, typically used for floors or walls.
|
|
448
|
+
*
|
|
449
|
+
* @param getPropFn - Function returning body properties for each instance index
|
|
450
|
+
* @param ref - Reference to the Three.js Object3D to attach physics to
|
|
451
|
+
* @param options - Optional configuration for the body
|
|
452
|
+
* @returns Signal containing the body's public API, or null if not ready
|
|
453
|
+
*
|
|
454
|
+
* @example
|
|
455
|
+
* ```typescript
|
|
456
|
+
* const mesh = viewChild.required<ElementRef<Mesh>>('mesh');
|
|
457
|
+
* const api = plane(() => ({
|
|
458
|
+
* mass: 0, // Static body
|
|
459
|
+
* rotation: [-Math.PI / 2, 0, 0], // Horizontal
|
|
460
|
+
* position: [0, 0, 0]
|
|
461
|
+
* }), mesh);
|
|
462
|
+
* ```
|
|
463
|
+
*/
|
|
296
464
|
const plane = createBody('Plane');
|
|
465
|
+
/**
|
|
466
|
+
* Creates a sphere-shaped physics body.
|
|
467
|
+
*
|
|
468
|
+
* @param getPropFn - Function returning body properties for each instance index
|
|
469
|
+
* @param ref - Reference to the Three.js Object3D to attach physics to
|
|
470
|
+
* @param options - Optional configuration for the body
|
|
471
|
+
* @returns Signal containing the body's public API, or null if not ready
|
|
472
|
+
*
|
|
473
|
+
* @example
|
|
474
|
+
* ```typescript
|
|
475
|
+
* const mesh = viewChild.required<ElementRef<Mesh>>('mesh');
|
|
476
|
+
* // args: [radius]
|
|
477
|
+
* const api = sphere(() => ({ mass: 1, args: [1], position: [0, 5, 0] }), mesh);
|
|
478
|
+
* ```
|
|
479
|
+
*/
|
|
297
480
|
const sphere = createBody('Sphere');
|
|
481
|
+
/**
|
|
482
|
+
* Creates a trimesh physics body from vertices and indices.
|
|
483
|
+
* Useful for complex static geometry like terrain or obstacles.
|
|
484
|
+
*
|
|
485
|
+
* @param getPropFn - Function returning body properties for each instance index
|
|
486
|
+
* @param ref - Reference to the Three.js Object3D to attach physics to
|
|
487
|
+
* @param options - Optional configuration for the body
|
|
488
|
+
* @returns Signal containing the body's public API, or null if not ready
|
|
489
|
+
*
|
|
490
|
+
* @example
|
|
491
|
+
* ```typescript
|
|
492
|
+
* const mesh = viewChild.required<ElementRef<Mesh>>('mesh');
|
|
493
|
+
* const api = trimesh(() => ({
|
|
494
|
+
* mass: 0,
|
|
495
|
+
* args: [vertices, indices],
|
|
496
|
+
* position: [0, 0, 0]
|
|
497
|
+
* }), mesh);
|
|
498
|
+
* ```
|
|
499
|
+
*/
|
|
298
500
|
const trimesh = createBody('Trimesh');
|
|
501
|
+
/**
|
|
502
|
+
* Creates a compound physics body composed of multiple shapes.
|
|
503
|
+
* Useful for complex objects that can be approximated by combining primitives.
|
|
504
|
+
*
|
|
505
|
+
* @param getPropFn - Function returning body properties for each instance index
|
|
506
|
+
* @param ref - Reference to the Three.js Object3D to attach physics to
|
|
507
|
+
* @param options - Optional configuration for the body
|
|
508
|
+
* @returns Signal containing the body's public API, or null if not ready
|
|
509
|
+
*
|
|
510
|
+
* @example
|
|
511
|
+
* ```typescript
|
|
512
|
+
* const mesh = viewChild.required<ElementRef<Mesh>>('mesh');
|
|
513
|
+
* const api = compound(() => ({
|
|
514
|
+
* mass: 1,
|
|
515
|
+
* shapes: [
|
|
516
|
+
* { type: 'Box', args: [1, 1, 1], position: [0, 0, 0] },
|
|
517
|
+
* { type: 'Sphere', args: [0.5], position: [0, 1, 0] }
|
|
518
|
+
* ],
|
|
519
|
+
* position: [0, 5, 0]
|
|
520
|
+
* }), mesh);
|
|
521
|
+
* ```
|
|
522
|
+
*/
|
|
299
523
|
const compound = createBody('Compound');
|
|
300
524
|
/**
|
|
301
525
|
* @deprecated Use `box` instead. Will be removed in v5.0.0
|