hytopia 0.1.4 → 0.1.5
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- package/README.md +17 -5
- package/boilerplate/index.ts +11 -0
- package/docs/server.hytopia.simulation.enabledebug.md +53 -0
- package/docs/server.hytopia.simulation.isdebugenabled.md +13 -0
- package/docs/server.hytopia.simulation.md +35 -0
- package/docs/server.simulation.enabledebug.md +53 -0
- package/docs/server.simulation.isdebugenabled.md +13 -0
- package/docs/server.simulation.md +35 -0
- package/package.json +1 -1
- package/server.api.json +156 -0
- package/server.d.ts +11 -0
- package/server.js +1 -1
- package/docs/assets/banner.png +0 -0
package/README.md
CHANGED
@@ -12,6 +12,8 @@ HYTOPIA allows you to create your own highly-sharable, immersive, massively mult
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## What is this SDK?
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*Note: This SDK is currently in alpha development. Expect breaking changes with new version releases.*
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The HYTOPIA SDK makes it easy for developers to create multiplayer games on the HYTOPIA platform using JavaScript or TypeScript.
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Available as a simple NPM package, this SDK provides everything you need to get started:
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@@ -29,17 +31,27 @@ With these resources, you can quickly build and share immersive, voxel-style mul
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1. Install a compatible JavaScript runtime. We recommend [Bun (recommended)](https://bun.sh/), but [Node.js](https://nodejs.org/) and [Deno](https://deno.com/) are also supported. All examples will be given using Bun.
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2.
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2. If you're starting a new project, initialize it.
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```bash
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bun init
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```
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3. Install the SDK in a new or existing project.
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```bash
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bun add hytopia
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```
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4. Initialize boilerplate. Copies assets and an index.ts game script into your project.
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```bash
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bunx hytopia init
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```
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5. Start the server, use --watch for hot reloads as you make changes.
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```bash
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bun
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bun --watch index.ts
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```
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4. Visit https://play.hytopia.com - when prompted, enter `localhost:8080` - this is the default port of the local server you started in the previous step.
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Once you're up and running, here's some other resources to go further:
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- [Game Examples](./examples)
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package/boilerplate/index.ts
CHANGED
@@ -41,6 +41,17 @@ import worldMap from './assets/map.json';
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*/
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startServer(world => {
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/**
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* Enable debugging of the physics simulation.
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* This will overlay lines in-game representing colliders,
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* rigid bodies, and raycasts. This is useful for debugging
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* physics-related issues and is very frequently used.
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* For larger worlds, enabling this can cause performance
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* issues, which will be noticed as dropped frame rates
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* and higher RTT times.
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*/
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world.simulation.enableDebug(true);
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/**
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* Load our map.
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* You can build your own map using https://build.hytopia.com
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<!-- Do not edit this file. It is automatically generated by API Documenter. -->
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[Home](./index.md) > [server](./server.md) > [HYTOPIA](./server.hytopia.md) > [Simulation](./server.hytopia.simulation.md) > [enableDebug](./server.hytopia.simulation.enabledebug.md)
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## HYTOPIA.Simulation.enableDebug() method
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Enables or disables debug rendering for the simulation. When enabled, all colliders and rigid bodies will be rendered in the world. Do not enable this in production. In large worlds this can cause noticable lag and RTT spikes.
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**Signature:**
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```typescript
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enableDebug(enabled: boolean): void;
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```
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## Parameters
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<table><thead><tr><th>
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Parameter
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</th><th>
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Type
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</th><th>
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Description
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</th></tr></thead>
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<tbody><tr><td>
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enabled
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</td><td>
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boolean
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</td><td>
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Whether to enable debug rendering.
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</td></tr>
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</tbody></table>
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**Returns:**
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void
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<!-- Do not edit this file. It is automatically generated by API Documenter. -->
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[Home](./index.md) > [server](./server.md) > [HYTOPIA](./server.hytopia.md) > [Simulation](./server.hytopia.simulation.md) > [isDebugEnabled](./server.hytopia.simulation.isdebugenabled.md)
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## HYTOPIA.Simulation.isDebugEnabled property
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Whether the simulation has debug rendering enabled.
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**Signature:**
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```typescript
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get isDebugEnabled(): boolean;
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```
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The gravity vector for the simulation.
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</td></tr>
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<tr><td>
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[isDebugEnabled](./server.hytopia.simulation.isdebugenabled.md)
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</td><td>
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`readonly`
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</td><td>
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boolean
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</td><td>
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Whether the simulation has debug rendering enabled.
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</td></tr>
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<tr><td>
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Casts a ray through the simulation.
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</td></tr>
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<tr><td>
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[enableDebug(enabled)](./server.hytopia.simulation.enabledebug.md)
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</td><td>
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</td><td>
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Enables or disables debug rendering for the simulation. When enabled, all colliders and rigid bodies will be rendered in the world. Do not enable this in production. In large worlds this can cause noticable lag and RTT spikes.
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</td></tr>
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</tbody></table>
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<!-- Do not edit this file. It is automatically generated by API Documenter. -->
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[Home](./index.md) > [server](./server.md) > [Simulation](./server.simulation.md) > [enableDebug](./server.simulation.enabledebug.md)
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## Simulation.enableDebug() method
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Enables or disables debug rendering for the simulation. When enabled, all colliders and rigid bodies will be rendered in the world. Do not enable this in production. In large worlds this can cause noticable lag and RTT spikes.
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**Signature:**
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```typescript
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enableDebug(enabled: boolean): void;
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```
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## Parameters
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<table><thead><tr><th>
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Parameter
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</th><th>
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Type
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</th><th>
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Description
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</th></tr></thead>
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<tbody><tr><td>
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enabled
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</td><td>
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boolean
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</td><td>
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Whether to enable debug rendering.
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</td></tr>
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</tbody></table>
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**Returns:**
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void
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@@ -0,0 +1,13 @@
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<!-- Do not edit this file. It is automatically generated by API Documenter. -->
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[Home](./index.md) > [server](./server.md) > [Simulation](./server.simulation.md) > [isDebugEnabled](./server.simulation.isdebugenabled.md)
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## Simulation.isDebugEnabled property
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Whether the simulation has debug rendering enabled.
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**Signature:**
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```typescript
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get isDebugEnabled(): boolean;
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```
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The gravity vector for the simulation.
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</td></tr>
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<tr><td>
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[isDebugEnabled](./server.simulation.isdebugenabled.md)
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</td><td>
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`readonly`
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</td><td>
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boolean
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</td><td>
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Whether the simulation has debug rendering enabled.
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</td></tr>
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<tr><td>
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Casts a ray through the simulation.
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</td></tr>
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<tr><td>
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[enableDebug(enabled)](./server.simulation.enabledebug.md)
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</td><td>
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</td><td>
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Enables or disables debug rendering for the simulation. When enabled, all colliders and rigid bodies will be rendered in the world. Do not enable this in production. In large worlds this can cause noticable lag and RTT spikes.
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</td></tr>
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</tbody></table>
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package/package.json
CHANGED
package/server.api.json
CHANGED
@@ -28114,6 +28114,54 @@
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"isAbstract": false,
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"name": "castRay"
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},
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{
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"kind": "Method",
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"canonicalReference": "server!HYTOPIA.Simulation#enableDebug:member(1)",
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"docComment": "/**\n * Enables or disables debug rendering for the simulation. When enabled, all colliders and rigid bodies will be rendered in the world. Do not enable this in production. In large worlds this can cause noticable lag and RTT spikes.\n *\n * @param enabled - Whether to enable debug rendering.\n */\n",
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"excerptTokens": [
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{
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"kind": "Content",
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"text": "enableDebug(enabled: "
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},
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{
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"kind": "Content",
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"text": "boolean"
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},
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{
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"kind": "Content",
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"text": "): "
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},
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{
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"kind": "Content",
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"text": "void"
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},
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{
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"kind": "Content",
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"text": ";"
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}
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],
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"isStatic": false,
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"returnTypeTokenRange": {
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"startIndex": 3,
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"endIndex": 4
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},
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"releaseTag": "Public",
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"isProtected": false,
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"overloadIndex": 1,
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"parameters": [
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{
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"parameterName": "enabled",
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"parameterTypeTokenRange": {
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"startIndex": 1,
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"endIndex": 2
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},
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"isOptional": false
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}
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],
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"isOptional": false,
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"isAbstract": false,
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"name": "enableDebug"
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},
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{
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"kind": "Property",
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"canonicalReference": "server!HYTOPIA.Simulation#gravity:member",
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"isProtected": false,
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"isAbstract": false
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},
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{
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"kind": "Property",
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"canonicalReference": "server!HYTOPIA.Simulation#isDebugEnabled:member",
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"docComment": "/**\n * Whether the simulation has debug rendering enabled.\n */\n",
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"excerptTokens": [
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{
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"kind": "Content",
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"text": "get isDebugEnabled(): "
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},
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{
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"kind": "Content",
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"text": "boolean"
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},
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{
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"kind": "Content",
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"text": ";"
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}
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],
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"isReadonly": true,
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"isOptional": false,
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"releaseTag": "Public",
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"name": "isDebugEnabled",
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"propertyTypeTokenRange": {
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"startIndex": 1,
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"endIndex": 2
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},
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"isStatic": false,
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"isProtected": false,
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"isAbstract": false
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},
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{
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"kind": "Property",
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"canonicalReference": "server!HYTOPIA.Simulation#timestepS:member",
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"isAbstract": false,
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"name": "castRay"
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},
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{
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"kind": "Method",
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"canonicalReference": "server!Simulation#enableDebug:member(1)",
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"docComment": "/**\n * Enables or disables debug rendering for the simulation. When enabled, all colliders and rigid bodies will be rendered in the world. Do not enable this in production. In large worlds this can cause noticable lag and RTT spikes.\n *\n * @param enabled - Whether to enable debug rendering.\n */\n",
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"excerptTokens": [
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{
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"kind": "Content",
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"text": "enableDebug(enabled: "
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},
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{
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"kind": "Content",
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"text": "boolean"
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},
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{
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"kind": "Content",
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"text": "): "
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},
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{
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"kind": "Content",
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"text": "void"
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},
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34875
|
+
{
|
34876
|
+
"kind": "Content",
|
34877
|
+
"text": ";"
|
34878
|
+
}
|
34879
|
+
],
|
34880
|
+
"isStatic": false,
|
34881
|
+
"returnTypeTokenRange": {
|
34882
|
+
"startIndex": 3,
|
34883
|
+
"endIndex": 4
|
34884
|
+
},
|
34885
|
+
"releaseTag": "Public",
|
34886
|
+
"isProtected": false,
|
34887
|
+
"overloadIndex": 1,
|
34888
|
+
"parameters": [
|
34889
|
+
{
|
34890
|
+
"parameterName": "enabled",
|
34891
|
+
"parameterTypeTokenRange": {
|
34892
|
+
"startIndex": 1,
|
34893
|
+
"endIndex": 2
|
34894
|
+
},
|
34895
|
+
"isOptional": false
|
34896
|
+
}
|
34897
|
+
],
|
34898
|
+
"isOptional": false,
|
34899
|
+
"isAbstract": false,
|
34900
|
+
"name": "enableDebug"
|
34901
|
+
},
|
34776
34902
|
{
|
34777
34903
|
"kind": "Property",
|
34778
34904
|
"canonicalReference": "server!Simulation#gravity:member",
|
@@ -34804,6 +34930,36 @@
|
|
34804
34930
|
"isProtected": false,
|
34805
34931
|
"isAbstract": false
|
34806
34932
|
},
|
34933
|
+
{
|
34934
|
+
"kind": "Property",
|
34935
|
+
"canonicalReference": "server!Simulation#isDebugEnabled:member",
|
34936
|
+
"docComment": "/**\n * Whether the simulation has debug rendering enabled.\n */\n",
|
34937
|
+
"excerptTokens": [
|
34938
|
+
{
|
34939
|
+
"kind": "Content",
|
34940
|
+
"text": "get isDebugEnabled(): "
|
34941
|
+
},
|
34942
|
+
{
|
34943
|
+
"kind": "Content",
|
34944
|
+
"text": "boolean"
|
34945
|
+
},
|
34946
|
+
{
|
34947
|
+
"kind": "Content",
|
34948
|
+
"text": ";"
|
34949
|
+
}
|
34950
|
+
],
|
34951
|
+
"isReadonly": true,
|
34952
|
+
"isOptional": false,
|
34953
|
+
"releaseTag": "Public",
|
34954
|
+
"name": "isDebugEnabled",
|
34955
|
+
"propertyTypeTokenRange": {
|
34956
|
+
"startIndex": 1,
|
34957
|
+
"endIndex": 2
|
34958
|
+
},
|
34959
|
+
"isStatic": false,
|
34960
|
+
"isProtected": false,
|
34961
|
+
"isAbstract": false
|
34962
|
+
},
|
34807
34963
|
{
|
34808
34964
|
"kind": "Property",
|
34809
34965
|
"canonicalReference": "server!Simulation#timestepS:member",
|
package/server.d.ts
CHANGED
@@ -2297,6 +2297,9 @@ export declare class Simulation {
|
|
2297
2297
|
|
2298
2298
|
|
2299
2299
|
|
2300
|
+
|
2301
|
+
/** Whether the simulation has debug rendering enabled. */
|
2302
|
+
get isDebugEnabled(): boolean;
|
2300
2303
|
/** The gravity vector for the simulation. */
|
2301
2304
|
get gravity(): RAPIER.Vector3;
|
2302
2305
|
/** The fixed timestep for the simulation. */
|
@@ -2314,6 +2317,14 @@ export declare class Simulation {
|
|
2314
2317
|
castRay(origin: RAPIER.Vector3, direction: RAPIER.Vector3, length: number, options?: RayCastOptions): Block | Entity | null;
|
2315
2318
|
|
2316
2319
|
|
2320
|
+
/**
|
2321
|
+
* Enables or disables debug rendering for the simulation.
|
2322
|
+
* When enabled, all colliders and rigid bodies will be rendered
|
2323
|
+
* in the world. Do not enable this in production. In large
|
2324
|
+
* worlds this can cause noticable lag and RTT spikes.
|
2325
|
+
* @param enabled - Whether to enable debug rendering.
|
2326
|
+
*/
|
2327
|
+
enableDebug(enabled: boolean): void;
|
2317
2328
|
|
2318
2329
|
|
2319
2330
|
|