lecodes-cli 0.17.2 → 0.18.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/index.js +1340 -648
- package/package.json +3 -3
- package/runtime/scene-harness.json +1 -1
- package/runtime/sdk/compile/bundler.ts +1 -1
- package/runtime/sdk/compile/compileProject.ts +16 -1
- package/runtime/sdk/compile/header.ts +6 -1
- package/runtime/sdk/compile/index.ts +16 -0
- package/runtime/sdk/compile/liteMaterial.ts +247 -0
- package/runtime/sdk/compile/shaderTargets.ts +42 -0
- package/runtime/sdk/core/Aspect.ts +255 -244
- package/runtime/sdk/g2/CharacterController2D.ts +2 -2
- package/runtime/sdk/gl/Camera.ts +41 -0
- package/runtime/sdk/gl/CameraPlace.ts +51 -0
- package/runtime/sdk/gl/CharacterController.ts +3 -2
- package/runtime/sdk/gl/IK.ts +193 -174
- package/runtime/sdk/gl/Material.ts +11 -0
- package/runtime/sdk/gl/Model.ts +7 -6
- package/runtime/sdk/gl/Node.ts +270 -285
- package/runtime/sdk/gl/Physics.ts +171 -126
- package/runtime/sdk/gl/Scene.ts +27 -3
- package/runtime/sdk/gl/Shape.ts +214 -10
- package/runtime/sdk/gl/Vehicle.ts +519 -0
- package/runtime/sdk/gl/{AnimationClip.ts → animation/AnimationClip.ts} +37 -7
- package/runtime/sdk/gl/animation/Animator.ts +87 -0
- package/runtime/sdk/gl/animation/Layer.ts +29 -0
- package/runtime/sdk/gl/animation/Loop.ts +25 -0
- package/runtime/sdk/gl/animation/Playback.ts +43 -0
- package/runtime/sdk/gl/animation/core.ts +294 -0
- package/runtime/sdk/gl/scenarios.ts +26 -58
- package/runtime/sdk/inject.ts +18 -9
- package/runtime/sdk/runtime/app.ts +13 -0
- package/runtime/sdk/runtime/input.ts +169 -6
- package/runtime/sdk/scene/defineScene.ts +182 -26
- package/runtime/sdk/scene/gizmos.ts +128 -0
- package/runtime/sdk-types.json +1 -1
- package/runtime/sdk/gl/Animator.ts +0 -642
- package/runtime/sdk/gl/ModelAnimation.ts +0 -95
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// Rigid body as an aspect on a 3D Node, backed by a JoltPhysics body in creator-gl. Requires a Shape
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// aspect on the same node (its geometry becomes the body's collision shape).
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//
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// Physics.configure({ gravity: [0, -9.81, 0] }) // once, before creating bodies
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// ground.aspect(Shape, { box: [20, 0.5, 20] }).aspect(Physics, { motion: 'static' })
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// crate.aspect(Shape, {}).aspect(Physics, { mass: 2 }) // auto box from the mesh
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// crate.physics.applyImpulse([0, 6, 0])
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// crate.addEventListener('enter', other => …) // contact / trigger overlap began
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//
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// For a `dynamic` body, physics OWNS the transform — do NOT set node.position per frame; drive it via
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// velocity / applyImpulse. Reading node.position is free (native already wrote it). Kinematic bodies
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// are driven with moveTo.
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import { Aspect } from "../core/Aspect"
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import {
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import {
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import {
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*
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static
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}
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/**
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}
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// Rigid body as an aspect on a 3D Node, backed by a JoltPhysics body in creator-gl. Requires a Shape
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// aspect on the same node (its geometry becomes the body's collision shape).
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//
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// Physics.configure({ gravity: [0, -9.81, 0] }) // once, before creating bodies
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// ground.aspect(Shape, { box: [20, 0.5, 20] }).aspect(Physics, { motion: 'static' })
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// crate.aspect(Shape, {}).aspect(Physics, { mass: 2 }) // auto box from the mesh
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// crate.physics.applyImpulse([0, 6, 0])
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// crate.addEventListener('enter', other => …) // contact / trigger overlap began
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//
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// For a `dynamic` body, physics OWNS the transform — do NOT set node.position per frame; drive it via
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// velocity / applyImpulse. Reading node.position is free (native already wrote it). Kinematic bodies
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// are driven with moveTo.
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import { Aspect } from "../core/Aspect"
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import type { FieldMeta } from "../core/fields"
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import { Vec3, cx, cy, cz, type Vec3Like } from "../math/vec"
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import { nodeRegistry, type Node } from "./Node"
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import { Shape } from "./Shape"
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export type MotionType = "static" | "dynamic" | "kinematic"
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const MOTION: Record<MotionType, number> = { static: 0, kinematic: 1, dynamic: 2 }
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export interface PhysicsConfig {
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/** Gravity in world units/s² (Y-up: down is negative). Default [0, -9.81, 0]. */
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gravity?: Vec3Like
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/** Max simultaneous bodies (resizes the world; only before any body exists). Default 4096. */
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maxBodies?: number
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}
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/** Closest raycast hit. */
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export interface RayHit {
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node: Node | null
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point: Vec3
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normal: Vec3
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fraction: number
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}
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export class Physics extends Aspect<"physics", Node> {
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static readonly aspect = "physics"
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/** Render interpolation of body transforms between the fixed 60 Hz steps (global; default on). Turn
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* off to save per-frame transform writes when you have many moving bodies / don't need >60 Hz
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* smoothness — bodies then advance in discrete steps. */
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private static _interpolation = true
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static get interpolation(): boolean { return Physics._interpolation }
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static set interpolation(on: boolean) { Physics._interpolation = on; _creator.setInterpolation(on) }
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/** Default "dynamic". */
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motion: MotionType = "dynamic"
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/** Mass in kg for dynamic bodies (default 1). Ignored for static/kinematic. */
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mass = 1
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/**
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* Surface friction: 0 = ice, ~1 = grippy asphalt, and values above 1 are allowed (rubber on
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* tarmac).
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*
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* The engine COMBINES the two touching bodies as `sqrt(a * b)`, so the LOWER value dominates and
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* the floor caps everything standing on it. The default **0.6** is a neutral solid surface (the
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* raw Jolt default of 0.2 is ice by game standards); dry tarmac a car should corner on wants a
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* `1`, ice `0.02`. A Vehicle's tires read the GROUND body's value, so this is the single number
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* that decides how well a car corners.
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*
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* Change it at runtime by re-configuring — `floor.aspect(Physics, { friction: 0.02 })` (an ice
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* patch). It is a PLAIN FIELD on purpose: an accessor pair would be tree-shaken out of the
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* bundle, because passing `{ friction }` in a config object is not a member reference the
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* bundler can see, and the write would then silently land on a dead property.
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*/
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friction = 0.6
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/** Scene-editor inspector: `motion` as a dropdown (a string default alone infers a text box). */
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static fields: FieldMeta<Physics> = {
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motion: { options: [ "static", "kinematic", "dynamic" ] },
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mass: { min: 0, step: 0.1 },
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friction: { min: 0, max: 2, step: 0.05 },
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}
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private _bodyId = 0
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onAttach(): void {
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if (!_creator.physicsHasSupport || !_creator.physicsHasSupport()) return
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const shape = this.node.get(Shape)
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if (!shape) {
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throw new Error("Physics requires a Shape aspect — add it first: node.aspect(Shape, {…}).aspect(Physics, {…})")
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}
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if (this.motion === "dynamic" && shape._isTriangleMesh) {
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throw new Error("Physics: a dynamic body cannot use Shape { mesh: true } (triangle meshes are static/kinematic only) — use { mesh: 'convex' } or a primitive shape")
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}
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const shapeId = shape._claim() // drop the pick-only body; reuse its shape
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this._bodyId = _creator.physicsCreateBody(this.node.id, shapeId, MOTION[this.motion], this.mass, false, false)
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this._applyFriction()
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shape._ownBody(this._bodyId)
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}
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onDetach(): void {
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if (this._bodyId) { _creator.physicsRemoveBody(this._bodyId); this._bodyId = 0 }
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const shape = this.node.get(Shape)
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if (shape) {
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shape._ownBody(0) // the Shape held OUR body id — forget it, or its own detach removes it twice (native crash)
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shape._recreatePickBody() // keep the node pickable if the Shape stays
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}
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}
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/** Re-configuring (`node.aspect(Physics, { friction })`) pushes the new surface to the live body. */
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onReconfigure(): void { this._applyFriction() }
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private _applyFriction(): void {
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if (this._bodyId) _creator.physicsSetFriction?.(this._bodyId, this.friction)
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}
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/** Native Jolt body id. 0 until attached, or if the build has no physics support. */
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get id(): number { return this._bodyId }
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/** Linear velocity in world units/second (fresh Vec3 on read). */
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get velocity(): Vec3 {
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const out = new Float32Array(3)
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if (this._bodyId) _creator.physicsGetLinearVelocity(this._bodyId, out)
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return new Vec3(out[0], out[1], out[2])
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}
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set velocity(v: Vec3Like) {
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if (this._bodyId) _creator.physicsSetLinearVelocity(this._bodyId, cx(v), cy(v), cz(v))
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}
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/** Apply an instantaneous impulse (kg·m/s) and wake the body. */
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applyImpulse(v: Vec3Like): this {
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if (this._bodyId) _creator.physicsApplyImpulse(this._bodyId, cx(v), cy(v), cz(v))
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return this
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}
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/** The same impulse applied at a WORLD-SPACE point instead of the centre of mass: the lever arm
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* becomes angular impulse, so the body spins as well as moves (a bullet hitting a crate off
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* centre, a blast lifting it by its base). Falls back to the central impulse on an older host. */
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applyImpulseAt(v: Vec3Like, point: Vec3Like): this {
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if (!this._bodyId) return this
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if (_creator.physicsApplyImpulseAt) {
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_creator.physicsApplyImpulseAt(this._bodyId, cx(v), cy(v), cz(v), cx(point), cy(point), cz(point))
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} else {
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_creator.physicsApplyImpulse(this._bodyId, cx(v), cy(v), cz(v))
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}
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return this
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}
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/** Teleport / drive a kinematic (or dynamic) body to a world position. */
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moveTo(p: Vec3Like): this {
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if (this._bodyId) _creator.physicsSetBodyPosition(this._bodyId, cx(p), cy(p), cz(p))
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return this
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}
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// --- world (static) -------------------------------------------------------------------------
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/** Configure gravity / limits. Call once before creating bodies. */
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static configure(config: PhysicsConfig = {}): void {
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const g = config.gravity ?? [0, -9.81, 0]
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_creator.physicsConfigure(cx(g), cy(g), cz(g), config.maxBodies ?? 0)
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}
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/** Whether this build has physics support (CREATOR_GL_PHYSICS). */
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static get supported(): boolean {
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return !!_creator.physicsHasSupport && _creator.physicsHasSupport()
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}
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/** Closest pickable body hit by the ray from `origin` along `dir` (up to `maxDist`), or null. */
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static raycast(origin: Vec3Like, dir: Vec3Like, maxDist = 1000): RayHit | null {
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const out = new Float32Array(7)
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const id = _creator.physicsRaycast(cx(origin), cy(origin), cz(origin), cx(dir), cy(dir), cz(dir), maxDist, out)
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if (!id) return null
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return {
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node: nodeRegistry.get(id) ?? null,
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point: new Vec3(out[0], out[1], out[2]),
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normal: new Vec3(out[3], out[4], out[5]),
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fraction: out[6],
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}
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}
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}
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package/runtime/sdk/gl/Scene.ts
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toneMapping?: "aces" | "neutral" | "linear" | "filmic"
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/** Skybox / clear color. */
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skybox?: ColorInput
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/** Multisample anti-aliasing
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/** Multisample anti-aliasing: `true` = 4×, `2`/`4` = that many samples, `false` = off (FXAA
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* takes over). Unset keeps the host default (desktop 4×, mobile/web off). The biggest single
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+
* fill-rate cost after resolution — turn it down on big screens before anything else. */
|
|
39
|
+
antialias?: boolean | 2 | 4
|
|
40
|
+
/** Render the 3D at this fraction of the viewport (0.25–1) and upscale; the UI stays at native
|
|
41
|
+
* resolution. A fixed, predictable cut of per-pixel GPU work — `0.75` is ~45 % cheaper and
|
|
42
|
+
* barely visible in motion, `0.5` quarters it. Headless renders ignore it. */
|
|
43
|
+
renderScale?: number
|
|
44
|
+
/** Let the engine shrink the 3D buffers under `renderScale` only when frames run over budget
|
|
45
|
+
* (Filament dynamic resolution, sharpened upscale) down to `min` (default 0.5). Off by default:
|
|
46
|
+
* it makes the output frame-time dependent, so flow tests / headless renders never enable it. */
|
|
47
|
+
dynamicResolution?: boolean | { min?: number }
|
|
38
48
|
}
|
|
39
49
|
|
|
40
50
|
// Route aspect update(dt) through the render-synced native phases (render() early = before physics,
|
|
@@ -92,7 +102,21 @@ export class Scene implements Presentable {
|
|
|
92
102
|
_creator.setToneMapping?.(this._id, { neutral: 1, linear: 2, filmic: 3 }[options.toneMapping] ?? 0)
|
|
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}
|
|
94
104
|
if (options.skybox !== undefined) _creator.setSkybox(this._id, Color.toPackedRgb(options.skybox))
|
|
95
|
-
if (options.antialias
|
|
105
|
+
if (options.antialias !== undefined) {
|
|
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+
const a = options.antialias
|
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|
+
// `false` must reach the host: desktop defaults to 4× MSAA, so an explicit off is a real change.
|
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|
+
_creator.setSceneMultiSampleAntiAliasing(this._id, a !== false, typeof a === "number" ? a : 4)
|
|
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|
+
}
|
|
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|
+
if (options.renderScale !== undefined || options.dynamicResolution) {
|
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+
this.setRenderOptions(options.renderScale ?? 1, options.dynamicResolution ?? false)
|
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+
}
|
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+
}
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+
|
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+
/** Runtime form of `renderScale` / `dynamicResolution` (a graphics-settings menu). `renderScale`
|
|
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|
+
* 0.25–1; older hosts without the method ignore it. */
|
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|
+
setRenderOptions(renderScale: number, dynamicResolution: boolean | { min?: number } = false): void {
|
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|
+
const min = typeof dynamicResolution === "object" ? (dynamicResolution.min ?? 0.5) : 0.5
|
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|
+
_creator.setSceneRenderOptions?.(this._id, renderScale, !!dynamicResolution, min)
|
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}
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122
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/** Scene occlusion material. */
|
package/runtime/sdk/gl/Shape.ts
CHANGED
|
@@ -8,15 +8,42 @@
|
|
|
8
8
|
// wall.aspect(Shape, { box: [1, 2, 1] }).aspect(Physics, { motion: 'static' })
|
|
9
9
|
// coin.aspect(Shape, { sphere: 0.5 }).aspect(Trigger)
|
|
10
10
|
// crate.aspect(Shape, {}).aspect(Physics) // auto box from the mesh AABB × world scale
|
|
11
|
+
// barrel.aspect(Shape, { capsule: {…}, origin: [0, 0.9, 0] }) // collider lifted off the pivot
|
|
12
|
+
// tree.aspect(Shape, {}).shape.fit('capsule') // dimensions measured from the model
|
|
11
13
|
//
|
|
12
14
|
// Explicit dims are world-space half-extents (not scaled by the node). Use {} ("auto") to track the
|
|
13
|
-
// mesh × world scale.
|
|
14
|
-
//
|
|
15
|
+
// mesh × world scale. `origin` moves the shape off the node's pivot (world units, in the node's
|
|
16
|
+
// rotated frame) — the usual case is a model whose art sits above its origin. Note: a Shape-only
|
|
17
|
+
// pick body is a STATIC snapshot at attach time — for a moving pickable object add a Physics body
|
|
18
|
+
// (which follows the sim), rather than relying on the pick body.
|
|
15
19
|
|
|
16
20
|
import { Aspect } from "../core/Aspect"
|
|
17
21
|
import { cx, cy, cz, type Vec3Like } from "../math/vec"
|
|
18
22
|
import type { Node } from "./Node"
|
|
19
23
|
|
|
24
|
+
/** Which geometry a Shape uses — the one-of the fields below encode (see `_build`'s order). */
|
|
25
|
+
export type ShapeKind = "auto" | "box" | "sphere" | "cylinder" | "capsule" | "mesh" | "convex"
|
|
26
|
+
|
|
27
|
+
/** A node-local AABB, in the node's OWN frame (its own transform excluded), before world scale. */
|
|
28
|
+
export type ShapeBounds = { min: [number, number, number], max: [number, number, number] }
|
|
29
|
+
|
|
30
|
+
/** Dimensions measured from a node's rendered geometry — what `Shape.fit` writes, and the numbers
|
|
31
|
+
* the scene editor's "Fit to mesh" button puts in the file. Exactly one dimension key is set (none
|
|
32
|
+
* for a mesh/convex kind, whose geometry is the mesh itself); `origin` centres it on the art. */
|
|
33
|
+
export type ShapeFit = {
|
|
34
|
+
box?: [number, number, number]
|
|
35
|
+
sphere?: number
|
|
36
|
+
cylinder?: { halfHeight: number, radius: number }
|
|
37
|
+
capsule?: { halfHeight: number, radius: number }
|
|
38
|
+
origin: [number, number, number]
|
|
39
|
+
}
|
|
40
|
+
|
|
41
|
+
/** Half-extents below this collapse a shape (Jolt refuses a box thinner than its convex radius,
|
|
42
|
+
* and a zero-radius sphere) — a fitted plane or a decal quad lands here. */
|
|
43
|
+
const MIN_HALF = 0.001
|
|
44
|
+
const r4 = (v: number): number => Math.round(v * 1e4) / 1e4
|
|
45
|
+
const dim = (v: number): number => Math.max(MIN_HALF, r4(v))
|
|
46
|
+
|
|
20
47
|
export class Shape extends Aspect<"shape", Node> {
|
|
21
48
|
static readonly aspect = "shape"
|
|
22
49
|
|
|
@@ -33,11 +60,29 @@ export class Shape extends Aspect<"shape", Node> {
|
|
|
33
60
|
* only (a dynamic body can't be a triangle mesh; Physics throws). `'convex'` = convex hull of the
|
|
34
61
|
* vertices, works for dynamic bodies too. A Model uses its bind pose (skinned parts skipped). */
|
|
35
62
|
mesh?: boolean | "convex"
|
|
63
|
+
/**
|
|
64
|
+
* The shape's centre, relative to the node's origin — world units in the node's ROTATED frame
|
|
65
|
+
* (the node's scale is ignored, exactly like the explicit dimensions above). Default [0, 0, 0].
|
|
66
|
+
*
|
|
67
|
+
* A model's pivot is rarely its centre of volume (a character stands ON its origin, a wheel hangs
|
|
68
|
+
* off its axle), so a collider centred on the pivot is half sunk into the floor. `origin` lifts it
|
|
69
|
+
* without moving the node: `{ capsule: { halfHeight: 0.6, radius: 0.3 }, origin: [0, 0.9, 0] }`.
|
|
70
|
+
* `fit()` and the scene editor's "Fit to mesh" fill it in from the rendered bounds.
|
|
71
|
+
*
|
|
72
|
+
* On a DYNAMIC body the offset also moves the centre of mass, so a lopsided collider tips the way
|
|
73
|
+
* you would expect. With no `origin` an auto shape (`{}`) still centres itself on the node's own
|
|
74
|
+
* mesh bounds — only explicit dimensions sit on the pivot by default.
|
|
75
|
+
*/
|
|
76
|
+
origin?: Vec3Like
|
|
36
77
|
/** Whether pointer rays can hit this shape (click / touchstart). Default true. */
|
|
37
78
|
raycast = true
|
|
38
79
|
|
|
39
80
|
private _shapeId = 0
|
|
40
81
|
private _bodyId = 0
|
|
82
|
+
/** Centre the "auto" box measured for itself — used when `origin` isn't set explicitly. */
|
|
83
|
+
private _autoOrigin: [number, number, number] | null = null
|
|
84
|
+
/** Geometry props as of the last build (see onReconfigure). */
|
|
85
|
+
private _sig = ""
|
|
41
86
|
|
|
42
87
|
/** @internal native shape id (0 if the build has no physics). */
|
|
43
88
|
get shapeId(): number { return this._shapeId }
|
|
@@ -55,6 +100,112 @@ export class Shape extends Aspect<"shape", Node> {
|
|
|
55
100
|
if (this._shapeId) { _creator.physicsDestroyShape(this._shapeId); this._shapeId = 0 }
|
|
56
101
|
}
|
|
57
102
|
|
|
103
|
+
/** Re-configuring (`node.aspect(Shape, { origin })`) rebuilds the geometry when a dimension, the
|
|
104
|
+
* kind or the origin changed, and re-applies pickability. The body keeps its id and velocity. */
|
|
105
|
+
onReconfigure(): void {
|
|
106
|
+
if (this._signature() !== this._sig) this._rebuild()
|
|
107
|
+
if (this._bodyId) _creator.physicsSetPickable(this._bodyId, this.raycast)
|
|
108
|
+
}
|
|
109
|
+
|
|
110
|
+
/**
|
|
111
|
+
* Measure the node's rendered geometry and size the collider to it — the code half of the scene
|
|
112
|
+
* editor's "Fit to mesh". Keeps the current kind unless one is passed; `auto` becomes an explicit
|
|
113
|
+
* box, and a mesh/convex shape only has its `origin` cleared (its geometry IS the mesh).
|
|
114
|
+
*
|
|
115
|
+
* crate.aspect(Shape, {}).shape.fit() // box around what the model actually draws
|
|
116
|
+
* hero.aspect(Shape, {}).shape.fit('capsule') // capsule of the same height + girth
|
|
117
|
+
*
|
|
118
|
+
* A model loads asynchronously, so fit AFTER its `load()` resolves — an empty subtree measures as
|
|
119
|
+
* nothing and the call is a no-op (it warns). Rebuilds the live shape, keeping the body.
|
|
120
|
+
*/
|
|
121
|
+
fit(kind?: ShapeKind): this {
|
|
122
|
+
const f = Shape.fitTo(this.node, kind ?? this.kind)
|
|
123
|
+
if (!f) {
|
|
124
|
+
console.warn(`Shape.fit: "${this.node.name}" has no geometry to measure yet (a model still loading, or a node with no mesh)`)
|
|
125
|
+
return this
|
|
126
|
+
}
|
|
127
|
+
this.box = f.box
|
|
128
|
+
this.sphere = f.sphere
|
|
129
|
+
this.cylinder = f.cylinder
|
|
130
|
+
this.capsule = f.capsule
|
|
131
|
+
if (kind === "mesh") this.mesh = true
|
|
132
|
+
else if (kind === "convex") this.mesh = "convex"
|
|
133
|
+
else if (kind !== undefined) this.mesh = undefined
|
|
134
|
+
this.origin = f.origin
|
|
135
|
+
this._rebuild()
|
|
136
|
+
return this
|
|
137
|
+
}
|
|
138
|
+
|
|
139
|
+
/** Which geometry this shape currently uses (the `_build` dispatch, as a name). */
|
|
140
|
+
get kind(): ShapeKind {
|
|
141
|
+
if (this.mesh === "convex") return "convex"
|
|
142
|
+
if (this.mesh) return "mesh"
|
|
143
|
+
if (this.sphere !== undefined) return "sphere"
|
|
144
|
+
if (this.cylinder) return "cylinder"
|
|
145
|
+
if (this.capsule) return "capsule"
|
|
146
|
+
if (this.box) return "box"
|
|
147
|
+
return "auto"
|
|
148
|
+
}
|
|
149
|
+
|
|
150
|
+
// ---- fitting (static, so the scene-editor harness can measure without attaching) -------------
|
|
151
|
+
|
|
152
|
+
/**
|
|
153
|
+
* The node's subtree AABB in its OWN local frame (its own transform excluded), or null when there
|
|
154
|
+
* is nothing to measure. Reads the engine's bounds — which cover a loaded GLB and every child —
|
|
155
|
+
* and falls back to a Mesh node's own CPU geometry on hosts without them.
|
|
156
|
+
*/
|
|
157
|
+
static boundsOf(node: Node): ShapeBounds | null {
|
|
158
|
+
const box = _creator.computeBoundingBox?.(node.id)
|
|
159
|
+
if (box && (box[3] - box[0] > 1e-6 || box[4] - box[1] > 1e-6 || box[5] - box[2] > 1e-6)) {
|
|
160
|
+
return { min: [box[0], box[1], box[2]], max: [box[3], box[4], box[5]] }
|
|
161
|
+
}
|
|
162
|
+
const v = node.geometry?.vertices
|
|
163
|
+
if (!v || v.length < 3) return null
|
|
164
|
+
const min: [number, number, number] = [Infinity, Infinity, Infinity]
|
|
165
|
+
const max: [number, number, number] = [-Infinity, -Infinity, -Infinity]
|
|
166
|
+
for (let i = 0; i + 2 < v.length; i += 3) {
|
|
167
|
+
for (let k = 0; k < 3; k++) {
|
|
168
|
+
if (v[i + k] < min[k]) min[k] = v[i + k]
|
|
169
|
+
if (v[i + k] > max[k]) max[k] = v[i + k]
|
|
170
|
+
}
|
|
171
|
+
}
|
|
172
|
+
return isFinite(min[0]) ? { min, max } : null
|
|
173
|
+
}
|
|
174
|
+
|
|
175
|
+
/**
|
|
176
|
+
* Dimensions + origin that make `kind` hug what `node` renders — world units, so the node's world
|
|
177
|
+
* scale is baked in exactly as the Shape fields expect. Null when the node has no geometry (a
|
|
178
|
+
* model that hasn't loaded, an empty).
|
|
179
|
+
*/
|
|
180
|
+
static fitTo(node: Node, kind: ShapeKind = "box"): ShapeFit | null {
|
|
181
|
+
const b = Shape.boundsOf(node)
|
|
182
|
+
return b ? Shape.fitBounds(b, node.worldScale, kind) : null
|
|
183
|
+
}
|
|
184
|
+
|
|
185
|
+
/**
|
|
186
|
+
* The measuring itself, over plain numbers: a node-local AABB + the node's world scale in, shape
|
|
187
|
+
* dimensions out. Separate from `fitTo` so the scene-editor harness can measure a node from
|
|
188
|
+
* ANOTHER bundle without touching accessors the bundler may have shaken out of it.
|
|
189
|
+
*
|
|
190
|
+
* A sphere takes the LARGEST half-extent and a cylinder/capsule the larger of X/Z, so the fit
|
|
191
|
+
* reads as the object's silhouette rather than as an enclosing ball; adjust from there.
|
|
192
|
+
*/
|
|
193
|
+
static fitBounds(bounds: ShapeBounds, scale: Vec3Like, kind: ShapeKind = "box"): ShapeFit {
|
|
194
|
+
const sc = [Math.abs(cx(scale)), Math.abs(cy(scale)), Math.abs(cz(scale))]
|
|
195
|
+
const half = [0, 1, 2].map((k) => (bounds.max[k] - bounds.min[k]) * 0.5 * sc[k])
|
|
196
|
+
const origin = [0, 1, 2].map((k) => r4((bounds.max[k] + bounds.min[k]) * 0.5 * sc[k])) as [number, number, number]
|
|
197
|
+
if (kind === "mesh" || kind === "convex") return { origin: [0, 0, 0] } // the mesh IS the geometry
|
|
198
|
+
if (kind === "sphere") return { sphere: dim(Math.max(half[0], half[1], half[2])), origin }
|
|
199
|
+
if (kind === "cylinder" || kind === "capsule") {
|
|
200
|
+
const radius = dim(Math.max(half[0], half[2]))
|
|
201
|
+
const halfHeight = kind === "capsule" ? Math.max(0, r4(half[1] - radius)) : dim(half[1])
|
|
202
|
+
return { [kind]: { halfHeight, radius }, origin }
|
|
203
|
+
}
|
|
204
|
+
return { box: [dim(half[0]), dim(half[1]), dim(half[2])], origin }
|
|
205
|
+
}
|
|
206
|
+
|
|
207
|
+
// ---- body/shape lifetime --------------------------------------------------------------------
|
|
208
|
+
|
|
58
209
|
/** @internal Physics/Trigger take over: drop the pick body and hand back the shape id. */
|
|
59
210
|
_claim(): number {
|
|
60
211
|
if (this._bodyId) { _creator.physicsRemoveBody(this._bodyId); this._bodyId = 0 }
|
|
@@ -78,13 +229,60 @@ export class Shape extends Aspect<"shape", Node> {
|
|
|
78
229
|
/** @internal true for an exact triangle mesh — Physics refuses a dynamic body on it. */
|
|
79
230
|
get _isTriangleMesh(): boolean { return this.mesh === true }
|
|
80
231
|
|
|
232
|
+
// Rebuild the geometry in place: the body keeps its id, velocity and world transform (Physics
|
|
233
|
+
// holds that id, so re-creating the body instead would strand it). A shape a CharacterController
|
|
234
|
+
// or a Vehicle claimed is theirs — they were handed the old one and keep it.
|
|
235
|
+
private _rebuild(): void {
|
|
236
|
+
if (!this._shapeId) return // never attached, or a build without physics
|
|
237
|
+
const previous = this._shapeId
|
|
238
|
+
const id = this._build()
|
|
239
|
+
if (!id) return // build failed — keep what works
|
|
240
|
+
this._shapeId = id
|
|
241
|
+
if (this._bodyId) {
|
|
242
|
+
if (_creator.physicsSetBodyShape) _creator.physicsSetBodyShape(this._bodyId, id, true)
|
|
243
|
+
else console.warn("Shape: this host can't re-shape a live body — the new dimensions apply from the next attach")
|
|
244
|
+
} else {
|
|
245
|
+
console.warn(`Shape: "${this.node.name}"'s geometry is owned by a CharacterController / Vehicle — re-attach it to pick up the new dimensions`)
|
|
246
|
+
}
|
|
247
|
+
_creator.physicsDestroyShape(previous)
|
|
248
|
+
}
|
|
249
|
+
|
|
81
250
|
private _build(): number {
|
|
82
|
-
|
|
83
|
-
|
|
84
|
-
|
|
85
|
-
if (this.
|
|
86
|
-
if (this.
|
|
87
|
-
|
|
251
|
+
this._autoOrigin = null
|
|
252
|
+
this._sig = this._signature()
|
|
253
|
+
let id = 0
|
|
254
|
+
if (this.mesh) id = this._buildMesh(this.mesh === "convex")
|
|
255
|
+
else if (this.sphere !== undefined) id = _creator.physicsBuildSphere(this.sphere)
|
|
256
|
+
else if (this.cylinder) id = _creator.physicsBuildCylinder(this.cylinder.halfHeight, this.cylinder.radius)
|
|
257
|
+
else if (this.capsule) id = _creator.physicsBuildCapsule(this.capsule.halfHeight, this.capsule.radius)
|
|
258
|
+
else if (this.box) id = _creator.physicsBuildBox(cx(this.box), cy(this.box), cz(this.box))
|
|
259
|
+
else id = this._buildAutoBox()
|
|
260
|
+
if (id) this._applyOrigin(id)
|
|
261
|
+
return id
|
|
262
|
+
}
|
|
263
|
+
|
|
264
|
+
// Push `origin` (or, for an auto box, the mesh centre it measured) onto the built shape. A host
|
|
265
|
+
// without the call keeps the old "centred on the node" behaviour; only an EXPLICIT origin warns,
|
|
266
|
+
// since the auto centre is a silent improvement nobody asked for.
|
|
267
|
+
private _applyOrigin(shapeId: number): void {
|
|
268
|
+
const o = this.origin
|
|
269
|
+
const x = o ? cx(o) : this._autoOrigin?.[0] ?? 0
|
|
270
|
+
const y = o ? cy(o) : this._autoOrigin?.[1] ?? 0
|
|
271
|
+
const z = o ? cz(o) : this._autoOrigin?.[2] ?? 0
|
|
272
|
+
if (x === 0 && y === 0 && z === 0) return
|
|
273
|
+
if (!_creator.physicsSetShapeOrigin) {
|
|
274
|
+
if (o) console.warn("Shape { origin } needs a newer host — the collider stays centred on the node")
|
|
275
|
+
return
|
|
276
|
+
}
|
|
277
|
+
_creator.physicsSetShapeOrigin(shapeId, x, y, z)
|
|
278
|
+
}
|
|
279
|
+
|
|
280
|
+
// What a rebuild has to notice: the kind, its dimensions and the origin (`raycast` is applied to
|
|
281
|
+
// the body directly, and the node's own transform is the body's, not the shape's).
|
|
282
|
+
private _signature(): string {
|
|
283
|
+
const v = (a: Vec3Like | undefined) => (a ? `${cx(a)},${cy(a)},${cz(a)}` : "")
|
|
284
|
+
const t = (o: { halfHeight: number, radius: number } | undefined) => (o ? `${o.halfHeight},${o.radius}` : "")
|
|
285
|
+
return `${v(this.box)}|${this.sphere ?? ""}|${t(this.cylinder)}|${t(this.capsule)}|${this.mesh ?? ""}|${v(this.origin)}`
|
|
88
286
|
}
|
|
89
287
|
|
|
90
288
|
// mesh: a Mesh node hands its CPU geometry over; anything else is tried as a GLB root (the host
|
|
@@ -111,7 +309,10 @@ export class Shape extends Aspect<"shape", Node> {
|
|
|
111
309
|
return id
|
|
112
310
|
}
|
|
113
311
|
|
|
114
|
-
// auto: a box from the mesh AABB × world scale (so the physical box matches the
|
|
312
|
+
// auto: a box from the node's own mesh AABB × world scale (so the physical box matches the
|
|
313
|
+
// rendered size), CENTRED on those bounds — geometry modelled off its pivot gets a box that still
|
|
314
|
+
// wraps it. A node with no geometry of its own (a Model root, an empty) keeps the 0.5 default;
|
|
315
|
+
// `fit()` measures the whole subtree instead.
|
|
115
316
|
private _buildAutoBox(): number {
|
|
116
317
|
const s = this.node.worldScale
|
|
117
318
|
let hx = 0.5, hy = 0.5, hz = 0.5
|
|
@@ -127,7 +328,10 @@ export class Shape extends Aspect<"shape", Node> {
|
|
|
127
328
|
if (v[i + 2] < minZ) minZ = v[i + 2]
|
|
128
329
|
if (v[i + 2] > maxZ) maxZ = v[i + 2]
|
|
129
330
|
}
|
|
130
|
-
|
|
331
|
+
if (isFinite(minX)) {
|
|
332
|
+
hx = (maxX - minX) * 0.5; hy = (maxY - minY) * 0.5; hz = (maxZ - minZ) * 0.5
|
|
333
|
+
this._autoOrigin = [(maxX + minX) * 0.5 * s.x, (maxY + minY) * 0.5 * s.y, (maxZ + minZ) * 0.5 * s.z]
|
|
334
|
+
}
|
|
131
335
|
}
|
|
132
336
|
return _creator.physicsBuildBox(hx * s.x, hy * s.y, hz * s.z)
|
|
133
337
|
}
|