hytopia 0.1.51 → 0.1.52
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/docs/server.basecharactercontroller.md +2 -2
- package/docs/server.basecharactercontroller.ontickwithplayerinput.md +1 -1
- package/docs/server.basecharactercontroller.tickwithplayerinput.md +1 -1
- package/docs/server.simulation.md +8 -8
- package/docs/{server.simulation.castray.md → server.simulation.raycast.md} +10 -6
- package/package.json +1 -1
- package/server.api.json +106 -115
- package/server.d.ts +20 -5
- package/server.js +39 -39
@@ -128,7 +128,7 @@ _(Optional)_ A callback function for when the controller ticks.
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_(Optional)_ A callback function for when the controller ticks player movement.
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_(Optional)_ A callback function for when the controller ticks player movement.
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</td></tr>
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Override this method to handle entity movements based on player input for your character controller.
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Override this method to handle entity movements based on player input for your character controller. This is called every tick by a PlayerEntity with a character controller.
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## BaseCharacterController.onTickWithPlayerInput property
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A callback function for when the controller ticks player movement.
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A callback function for when the controller ticks player movement.
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**Signature:**
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## BaseCharacterController.tickWithPlayerInput() method
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Override this method to handle entity movements based on player input for your character controller.
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Override this method to handle entity movements based on player input for your character controller. This is called every tick by a PlayerEntity with a character controller.
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**Signature:**
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@@ -168,7 +168,7 @@ Description
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</th></tr></thead>
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<tbody><tr><td>
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[
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[enableDebugRaycasting(enabled)](./server.simulation.enabledebugraycasting.md)
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Enables or disables debug raycasting for the simulation. This will render lines for the raycast that disappear after a few seconds.
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</td></tr>
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[
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[enableDebugRendering(enabled)](./server.simulation.enabledebugrendering.md)
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</td><td>
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@@ -190,13 +190,13 @@ Casts a ray through the simulation.
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Enables or disables debug
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Enables or disables debug rendering for the simulation. When enabled, all colliders and rigid body outlines will be rendered in the world. Do not enable this in production. In large worlds enabling this can cause noticable lag and RTT spikes.
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[
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[getContactManifolds(colliderHandleA, colliderHandleB)](./server.simulation.getcontactmanifolds.md)
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Gets the contact manifolds for a pair of colliders.
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[
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[raycast(origin, direction, length, options)](./server.simulation.raycast.md)
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</td><td>
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Casts a ray through the simulation.
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@@ -1,15 +1,15 @@
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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) > [
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[Home](./index.md) > [server](./server.md) > [Simulation](./server.simulation.md) > [raycast](./server.simulation.raycast.md)
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## Simulation.
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## Simulation.raycast() method
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Casts a ray through the simulation.
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**Signature:**
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```typescript
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raycast(origin: RAPIER.Vector3, direction: RAPIER.Vector3, length: number, options?: RaycastOptions): RaycastHit | null;
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```
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## Parameters
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RaycastOptions
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</td><td>
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</tbody></table>
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**Returns:**
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RaycastHit \| null
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A RaycastHit object containing the first block or entity hit by the ray, or null if no hit.
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## Remarks
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The cast ray will stop at the the first block or entity hit within the length of the ray.
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package/package.json
CHANGED
package/server.api.json
CHANGED
@@ -2786,7 +2786,7 @@
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{
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"kind": "Property",
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"canonicalReference": "server!BaseCharacterController#onTickWithPlayerInput:member",
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"docComment": "/**\n * A callback function for when the controller ticks player movement
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"docComment": "/**\n * A callback function for when the controller ticks player movement.\n *\n * @param input - The current input state of the player.\n *\n * @param cameraOrientation - The current camera orientation state of the player.\n *\n * @param deltaTimeMs - The delta time in milliseconds since the last tick.\n */\n",
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"excerptTokens": [
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{
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"kind": "Content",
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{
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"kind": "Method",
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"canonicalReference": "server!BaseCharacterController#tickWithPlayerInput:member(1)",
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"docComment": "/**\n * Override this method to handle entity movements based on player input for your character controller.\n *\n * @param input - The current input state of the player.\n *\n * @param cameraOrientation - The current camera orientation state of the player.\n *\n * @param deltaTimeMs - The delta time in milliseconds since the last tick.\n */\n",
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"docComment": "/**\n * Override this method to handle entity movements based on player input for your character controller. This is called every tick by a PlayerEntity with a character controller.\n *\n * @param input - The current input state of the player.\n *\n * @param cameraOrientation - The current camera orientation state of the player.\n *\n * @param deltaTimeMs - The delta time in milliseconds since the last tick.\n */\n",
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"excerptTokens": [
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{
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"kind": "Content",
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"name": "Simulation",
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"preserveMemberOrder": false,
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"members": [
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{
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"kind": "Method",
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"canonicalReference": "server!Simulation#castRay:member(1)",
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"docComment": "/**\n * Casts a ray through the simulation.\n *\n * @param origin - The origin of the ray.\n *\n * @param direction - The direction of the ray.\n *\n * @param length - The length of the ray.\n *\n * @param options - The options for the raycast.\n *\n * @returns The first block or entity hit by the ray, or null if no hit.\n */\n",
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"excerptTokens": [
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"kind": "Content",
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"text": "castRay(origin: "
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},
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"kind": "Reference",
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"text": "RAPIER.Vector3",
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"canonicalReference": "@dimforge/rapier3d-compat!Vector3:class"
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"text": ", direction: "
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"kind": "Reference",
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"text": "RAPIER.Vector3",
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"canonicalReference": "@dimforge/rapier3d-compat!Vector3:class"
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"text": "RayCastOptions",
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"isStatic": false,
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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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"isOptional": true
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],
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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#enableDebugRaycasting:member(1)",
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"kind": "Method",
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"canonicalReference": "server!Simulation#raycast:member(1)",
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"docComment": "/**\n * Casts a ray through the simulation.\n *\n * @remarks\n *\n * The cast ray will stop at the the first block or entity hit within the length of the ray.\n *\n * @param origin - The origin of the ray.\n *\n * @param direction - The direction of the ray.\n *\n * @param length - The length of the ray.\n *\n * @param options - The options for the raycast.\n *\n * @returns A RaycastHit object containing the first block or entity hit by the ray, or null if no hit.\n */\n",
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"text": "RaycastOptions",
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"canonicalReference": "server!~RaycastOptions:type"
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"text": "RaycastHit",
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"canonicalReference": "server!~RaycastHit:type"
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"isOptional": false
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{
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+
"parameterName": "options",
|
23039
|
+
"parameterTypeTokenRange": {
|
23040
|
+
"startIndex": 7,
|
23041
|
+
"endIndex": 8
|
23042
|
+
},
|
23043
|
+
"isOptional": true
|
23044
|
+
}
|
23045
|
+
],
|
23046
|
+
"isOptional": false,
|
23047
|
+
"isAbstract": false,
|
23048
|
+
"name": "raycast"
|
23049
|
+
},
|
23059
23050
|
{
|
23060
23051
|
"kind": "Method",
|
23061
23052
|
"canonicalReference": "server!Simulation#setGravity:member(1)",
|
package/server.d.ts
CHANGED
@@ -296,8 +296,7 @@ export declare abstract class BaseCharacterController {
|
|
296
296
|
onTick?: (deltaTimeMs: number) => void;
|
297
297
|
/**
|
298
298
|
* A callback function for when the controller ticks
|
299
|
-
* player movement.
|
300
|
-
* PlayerEntity with a character controller.
|
299
|
+
* player movement.
|
301
300
|
* @param input - The current input state of the player.
|
302
301
|
* @param cameraOrientation - The current camera orientation state of the player.
|
303
302
|
* @param deltaTimeMs - The delta time in milliseconds since the last tick.
|
@@ -317,6 +316,8 @@ export declare abstract class BaseCharacterController {
|
|
317
316
|
/**
|
318
317
|
* Override this method to handle entity movements
|
319
318
|
* based on player input for your character controller.
|
319
|
+
* This is called every tick by a PlayerEntity with a
|
320
|
+
* character controller.
|
320
321
|
* @param input - The current input state of the player.
|
321
322
|
* @param cameraOrientation - The current camera orientation state of the player.
|
322
323
|
* @param deltaTimeMs - The delta time in milliseconds since the last tick.
|
@@ -2432,8 +2433,17 @@ export declare interface QuaternionLike {
|
|
2432
2433
|
/** A raw set of collision groups represented as a 32-bit number. @public */
|
2433
2434
|
export declare type RawCollisionGroups = RAPIER.InteractionGroups;
|
2434
2435
|
|
2436
|
+
declare type RaycastHit = {
|
2437
|
+
/** The block or entity the raycast hit. */
|
2438
|
+
hitObject: Block | Entity;
|
2439
|
+
/** The point in global coordinate space the raycast hit the object. */
|
2440
|
+
hitPoint: Vector3Like;
|
2441
|
+
/** The distance from origin where the raycast hit. */
|
2442
|
+
hitDistance: number;
|
2443
|
+
};
|
2444
|
+
|
2435
2445
|
/** Options for raycasting. @public */
|
2436
|
-
declare type
|
2446
|
+
declare type RaycastOptions = {
|
2437
2447
|
/** Whether to ignore sensor colliders. */
|
2438
2448
|
ignoresSensors?: boolean;
|
2439
2449
|
/** The query filter flags. */
|
@@ -3003,13 +3013,18 @@ export declare class Simulation {
|
|
3003
3013
|
get world(): World;
|
3004
3014
|
/**
|
3005
3015
|
* Casts a ray through the simulation.
|
3016
|
+
*
|
3017
|
+
* @remarks
|
3018
|
+
* The cast ray will stop at the the first block or
|
3019
|
+
* entity hit within the length of the ray.
|
3020
|
+
*
|
3006
3021
|
* @param origin - The origin of the ray.
|
3007
3022
|
* @param direction - The direction of the ray.
|
3008
3023
|
* @param length - The length of the ray.
|
3009
3024
|
* @param options - The options for the raycast.
|
3010
|
-
* @returns
|
3025
|
+
* @returns A RaycastHit object containing the first block or entity hit by the ray, or null if no hit.
|
3011
3026
|
*/
|
3012
|
-
|
3027
|
+
raycast(origin: RAPIER.Vector3, direction: RAPIER.Vector3, length: number, options?: RaycastOptions): RaycastHit | null;
|
3013
3028
|
|
3014
3029
|
|
3015
3030
|
/**
|