lecodes-cli 0.19.0 → 0.20.0
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 +1 -0
- package/dist/index.js +1069 -396
- package/package.json +14 -13
- package/runtime/scene-harness.json +1 -1
- package/runtime/sdk-types.json +1 -1
- package/runtime/web/assets/Roboto-Variable-DHm9jpd-.woff2 +0 -0
- package/runtime/web/assets/__vite-browser-external-BIHI7g3E.js +1 -0
- package/runtime/web/assets/basis-C64VHDVD.js +1 -0
- package/runtime/web/assets/basis_transcoder-VXdx5NbI.wasm +0 -0
- package/runtime/web/assets/createViewerLite-BvHobVhp.js +852 -0
- package/runtime/web/assets/draco-BiISTFcR.js +118 -0
- package/runtime/web/assets/draco_decoder-DsQ12WqX.wasm +0 -0
- package/runtime/web/assets/index-CfNCCBjN.js +2 -0
- package/runtime/web/assets/mapViewImpl-B2JcES8l.js +810 -0
- package/runtime/web/assets/maplibre-gl-worker-CJfwIrte.js +8 -0
- package/runtime/web/assets/neutral_ibl128-D-lzdkLN.ktx +0 -0
- package/runtime/web/assets/worker-Caf-yYEI.js +2 -0
- package/runtime/web/embed.html +32 -0
- package/runtime/web/embed.js +171 -0
- package/src/api.ts +302 -0
- package/src/browserAuth.ts +87 -0
- package/src/cmgenTool.ts +104 -0
- package/src/commands/app.ts +896 -0
- package/src/commands/appAndroid.ts +603 -0
- package/src/commands/appDesktop.ts +339 -0
- package/src/commands/appDesktopMac.ts +470 -0
- package/src/commands/appIcon.ts +187 -0
- package/src/commands/appShared.ts +542 -0
- package/src/commands/appTemplates.ts +907 -0
- package/src/commands/appTemplatesAndroid.ts +599 -0
- package/src/commands/appTemplatesGradlew.ts +9 -0
- package/src/commands/assets.ts +28 -0
- package/src/commands/clone.ts +60 -0
- package/src/commands/compile.ts +253 -0
- package/src/commands/create.ts +59 -0
- package/src/commands/design.ts +863 -0
- package/src/commands/designTemplates.ts +11 -0
- package/src/commands/desktop.ts +127 -0
- package/src/commands/dev.ts +236 -0
- package/src/commands/diff.ts +59 -0
- package/src/commands/init.ts +191 -0
- package/src/commands/install.ts +198 -0
- package/src/commands/lightmap.ts +290 -0
- package/src/commands/link.ts +147 -0
- package/src/commands/login.ts +24 -0
- package/src/commands/navmesh.ts +225 -0
- package/src/commands/pn.ts +305 -0
- package/src/commands/projectTemplates.ts +130 -0
- package/src/commands/pull.ts +109 -0
- package/src/commands/push.ts +173 -0
- package/src/commands/render.ts +416 -0
- package/src/commands/scene.ts +148 -0
- package/src/commands/shaders.ts +157 -0
- package/src/commands/status.ts +29 -0
- package/src/commands/test.ts +371 -0
- package/src/commands/thumbs.ts +178 -0
- package/src/commands/types.ts +87 -0
- package/src/commands/update.ts +190 -0
- package/src/compile/assetIcons.ts +214 -0
- package/src/compile/collect.ts +46 -0
- package/src/compile/collectLocal.ts +37 -0
- package/src/compile/designCompile.ts +104 -0
- package/src/compile/fonts.ts +156 -0
- package/src/compile/headlessBundle.ts +129 -0
- package/src/compile/nativeStack.ts +21 -0
- package/src/compile/projectCompile.ts +109 -0
- package/src/compile/sceneCompile.ts +113 -0
- package/src/compile/screenEntry.ts +127 -0
- package/src/compile/shaders.ts +245 -0
- package/src/config.ts +42 -0
- package/src/designMeta.ts +35 -0
- package/src/desktopRenderer.ts +545 -0
- package/src/desktopScript.ts +276 -0
- package/src/dev/clientTemplates.ts +160 -0
- package/src/dev/devServer.ts +333 -0
- package/src/dev/webRunner.ts +22 -0
- package/src/dev/wsServer.ts +144 -0
- package/src/distRoot.ts +20 -0
- package/src/ignore.ts +163 -0
- package/src/index.ts +494 -0
- package/src/lecodes-3d-editor.d.ts +41 -0
- package/src/lecodes-assets.d.ts +7 -0
- package/src/lecodes-design.d.ts +191 -0
- package/src/lecodes-renderer.d.ts +131 -0
- package/src/localFiles.ts +144 -0
- package/src/manifest.ts +46 -0
- package/src/matcTool.ts +137 -0
- package/src/peers.ts +40 -0
- package/src/project.ts +61 -0
- package/src/projectEnv.ts +94 -0
- package/src/qrcode-terminal.d.ts +9 -0
- package/src/releases.ts +125 -0
- package/src/serverDiff.ts +78 -0
- package/src/textDiff.ts +103 -0
- package/src/types.ts +0 -0
- package/src/util.ts +146 -0
- package/runtime/sdk/animate/animate.ts +0 -238
- package/runtime/sdk/animate/bezier.ts +0 -138
- package/runtime/sdk/animate/easings.ts +0 -126
- package/runtime/sdk/canvas/Canvas.ts +0 -305
- package/runtime/sdk/compile/aspectMacro.ts +0 -86
- package/runtime/sdk/compile/assetIconMacro.ts +0 -384
- package/runtime/sdk/compile/assetMacro.ts +0 -146
- package/runtime/sdk/compile/assetName.ts +0 -50
- package/runtime/sdk/compile/bundler.ts +0 -287
- package/runtime/sdk/compile/compileProject.ts +0 -129
- package/runtime/sdk/compile/detectEntry.ts +0 -128
- package/runtime/sdk/compile/fontMacro.ts +0 -459
- package/runtime/sdk/compile/fontRegistry.ts +0 -78
- package/runtime/sdk/compile/header.ts +0 -67
- package/runtime/sdk/compile/index.ts +0 -100
- package/runtime/sdk/compile/libraryImports.ts +0 -52
- package/runtime/sdk/compile/liteMaterial.ts +0 -247
- package/runtime/sdk/compile/sceneEditor.ts +0 -88
- package/runtime/sdk/compile/serverSplit.ts +0 -233
- package/runtime/sdk/compile/serverTypes.ts +0 -227
- package/runtime/sdk/compile/sfnt.ts +0 -98
- package/runtime/sdk/compile/shaderSchema.ts +0 -202
- package/runtime/sdk/compile/shaderTargets.ts +0 -81
- package/runtime/sdk/compile/sourcemap.ts +0 -25
- package/runtime/sdk/core/Aspect.ts +0 -568
- package/runtime/sdk/core/InspectorUI.ts +0 -212
- package/runtime/sdk/core/StateMachine.ts +0 -308
- package/runtime/sdk/core/color.ts +0 -66
- package/runtime/sdk/core/compWrite.ts +0 -42
- package/runtime/sdk/core/events.ts +0 -38
- package/runtime/sdk/core/fields.ts +0 -120
- package/runtime/sdk/core/registry.ts +0 -23
- package/runtime/sdk/core/signals.ts +0 -277
- package/runtime/sdk/core/time.ts +0 -84
- package/runtime/sdk/g2/Camera2D.ts +0 -40
- package/runtime/sdk/g2/CharacterController2D.ts +0 -276
- package/runtime/sdk/g2/Node2D.ts +0 -267
- package/runtime/sdk/g2/OneWay2D.ts +0 -66
- package/runtime/sdk/g2/Physics2D.ts +0 -346
- package/runtime/sdk/g2/Scene2D.ts +0 -209
- package/runtime/sdk/g2/Shape2D.ts +0 -259
- package/runtime/sdk/g2/Sprite.ts +0 -89
- package/runtime/sdk/g2/SpriteAnimation.ts +0 -171
- package/runtime/sdk/g2/SpriteSheet.ts +0 -166
- package/runtime/sdk/g2/Texture2D.ts +0 -47
- package/runtime/sdk/g2/Tilemap.ts +0 -41
- package/runtime/sdk/g2/Tileset.ts +0 -71
- package/runtime/sdk/g2/Trigger2D.ts +0 -77
- package/runtime/sdk/g2/autotile.ts +0 -433
- package/runtime/sdk/g2/cells.ts +0 -91
- package/runtime/sdk/g2/defineScene2d.ts +0 -381
- package/runtime/sdk/g2/groups2d.ts +0 -106
- package/runtime/sdk/g2/loop.ts +0 -50
- package/runtime/sdk/g2/scenarios2d.ts +0 -69
- package/runtime/sdk/g2/touch.ts +0 -83
- package/runtime/sdk/gl/Camera.ts +0 -160
- package/runtime/sdk/gl/CameraPlace.ts +0 -52
- package/runtime/sdk/gl/CharacterController.ts +0 -238
- package/runtime/sdk/gl/Gearbox.ts +0 -212
- package/runtime/sdk/gl/Geometry.ts +0 -279
- package/runtime/sdk/gl/IK.ts +0 -193
- package/runtime/sdk/gl/InstancedMesh.ts +0 -132
- package/runtime/sdk/gl/Light.ts +0 -107
- package/runtime/sdk/gl/Lightmap.ts +0 -256
- package/runtime/sdk/gl/Material.ts +0 -260
- package/runtime/sdk/gl/Mesh.ts +0 -83
- package/runtime/sdk/gl/Model.ts +0 -124
- package/runtime/sdk/gl/NavAgent.ts +0 -337
- package/runtime/sdk/gl/NavMesh.ts +0 -397
- package/runtime/sdk/gl/Node.ts +0 -350
- package/runtime/sdk/gl/Noise.ts +0 -30
- package/runtime/sdk/gl/Particles.ts +0 -676
- package/runtime/sdk/gl/Physics.ts +0 -222
- package/runtime/sdk/gl/Plane.ts +0 -53
- package/runtime/sdk/gl/Ragdoll.ts +0 -270
- package/runtime/sdk/gl/Ray.ts +0 -16
- package/runtime/sdk/gl/Scene.ts +0 -486
- package/runtime/sdk/gl/Shape.ts +0 -409
- package/runtime/sdk/gl/Terrain.ts +0 -1092
- package/runtime/sdk/gl/Texture.ts +0 -63
- package/runtime/sdk/gl/Trigger.ts +0 -45
- package/runtime/sdk/gl/Vehicle.ts +0 -473
- package/runtime/sdk/gl/Wheel.ts +0 -240
- package/runtime/sdk/gl/animation/AnimationClip.ts +0 -204
- package/runtime/sdk/gl/animation/Animator.ts +0 -120
- package/runtime/sdk/gl/animation/Layer.ts +0 -31
- package/runtime/sdk/gl/animation/Loop.ts +0 -30
- package/runtime/sdk/gl/animation/Playback.ts +0 -44
- package/runtime/sdk/gl/animation/core.ts +0 -336
- package/runtime/sdk/gl/controls.ts +0 -95
- package/runtime/sdk/gl/physicsEvents.ts +0 -20
- package/runtime/sdk/gl/scenarios.ts +0 -291
- package/runtime/sdk/gl/state.ts +0 -6
- package/runtime/sdk/gl/terrainMesh.ts +0 -219
- package/runtime/sdk/gl/touch.ts +0 -68
- package/runtime/sdk/inject.ts +0 -197
- package/runtime/sdk/math/Mathf.ts +0 -118
- package/runtime/sdk/math/mat4.ts +0 -278
- package/runtime/sdk/math/quat.ts +0 -232
- package/runtime/sdk/math/vec.ts +0 -255
- package/runtime/sdk/net/codec.ts +0 -119
- package/runtime/sdk/net/core.ts +0 -384
- package/runtime/sdk/net/index.ts +0 -181
- package/runtime/sdk/net/replication.ts +0 -622
- package/runtime/sdk/plugins/camera.ts +0 -81
- package/runtime/sdk/plugins/geolocation.ts +0 -123
- package/runtime/sdk/plugins/oauth.ts +0 -61
- package/runtime/sdk/plugins/permission.ts +0 -7
- package/runtime/sdk/plugins/push.ts +0 -132
- package/runtime/sdk/plugins/qr.ts +0 -73
- package/runtime/sdk/plugins/service.ts +0 -47
- package/runtime/sdk/runtime/app.ts +0 -101
- package/runtime/sdk/runtime/appEvents.ts +0 -54
- package/runtime/sdk/runtime/channel.ts +0 -61
- package/runtime/sdk/runtime/clipboard.ts +0 -20
- package/runtime/sdk/runtime/datetime.ts +0 -329
- package/runtime/sdk/runtime/device.ts +0 -293
- package/runtime/sdk/runtime/fetch.ts +0 -77
- package/runtime/sdk/runtime/files.ts +0 -23
- package/runtime/sdk/runtime/input.ts +0 -175
- package/runtime/sdk/runtime/media.ts +0 -111
- package/runtime/sdk/runtime/misc.ts +0 -16
- package/runtime/sdk/runtime/net.ts +0 -36
- package/runtime/sdk/runtime/rpc.ts +0 -218
- package/runtime/sdk/runtime/service.ts +0 -83
- package/runtime/sdk/runtime/share.ts +0 -9
- package/runtime/sdk/runtime/storage.ts +0 -13
- package/runtime/sdk/runtime/touch.ts +0 -76
- package/runtime/sdk/scene/defineScene.ts +0 -1353
- package/runtime/sdk/scene/editorPlugins.ts +0 -110
- package/runtime/sdk/scene/gizmos.ts +0 -148
- package/runtime/sdk/scene/grammar.ts +0 -120
- package/runtime/sdk/scene/material.ts +0 -188
- package/runtime/sdk/server/auth/appConfig.ts +0 -12
- package/runtime/sdk/server/auth/global.ts +0 -80
- package/runtime/sdk/server/auth/host.ts +0 -318
- package/runtime/sdk/server/auth/models.ts +0 -83
- package/runtime/sdk/server/auth/types.ts +0 -50
- package/runtime/sdk/server/channel.ts +0 -56
- package/runtime/sdk/server/context.ts +0 -36
- package/runtime/sdk/server/db/defineDb.ts +0 -237
- package/runtime/sdk/server/db/fields.ts +0 -132
- package/runtime/sdk/server/db/httpTransport.ts +0 -93
- package/runtime/sdk/server/db/index.ts +0 -7
- package/runtime/sdk/server/db/marci/query.ts +0 -412
- package/runtime/sdk/server/db/types.ts +0 -202
- package/runtime/sdk/server/errors.ts +0 -12
- package/runtime/sdk/server/host.ts +0 -74
- package/runtime/sdk/server/inject.ts +0 -13
- package/runtime/sdk/server/runtime.ts +0 -133
- package/runtime/sdk/server/validate.ts +0 -87
- package/runtime/sdk/ui/NativeView.ts +0 -142
- package/runtime/sdk/ui/UI.ts +0 -39
- package/runtime/sdk/ui/UIBottomSheet.ts +0 -139
- package/runtime/sdk/ui/UIButton.ts +0 -101
- package/runtime/sdk/ui/UIContainer.ts +0 -60
- package/runtime/sdk/ui/UIImage.ts +0 -83
- package/runtime/sdk/ui/UIInput.ts +0 -185
- package/runtime/sdk/ui/UIModal.ts +0 -139
- package/runtime/sdk/ui/UINode.ts +0 -830
- package/runtime/sdk/ui/UIPager.ts +0 -362
- package/runtime/sdk/ui/UIPopover.ts +0 -100
- package/runtime/sdk/ui/UIScreen.ts +0 -123
- package/runtime/sdk/ui/UIScrollable.ts +0 -87
- package/runtime/sdk/ui/UISpacer.ts +0 -14
- package/runtime/sdk/ui/UITabs.ts +0 -236
- package/runtime/sdk/ui/UIText.ts +0 -51
- package/runtime/sdk/ui/UIVideo.ts +0 -88
- package/runtime/sdk/ui/UIVirtualizedList.ts +0 -241
- package/runtime/sdk/ui/UIWidget.ts +0 -127
- package/runtime/sdk/ui/fonts.ts +0 -13
- package/runtime/sdk/ui/presentable.ts +0 -117
- package/runtime/sdk/ui/router.ts +0 -132
- package/runtime/sdk/ui/theme.ts +0 -84
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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). A `position` write
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// is a TELEPORT that reaches the body (Shape routes it), which is how a kinematic body is placed too.
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import { Aspect } from "../core/Aspect"
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import type { FieldMeta } from "../core/fields"
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import type { CompAxis, CompWriter } from "../core/compWrite"
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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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// Jolt's angular velocity is rad/s; every angle the SDK exposes is in degrees (like `eulerAngles`).
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const DEG2RAD = Math.PI / 180
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const RAD2DEG = 180 / Math.PI
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// Scratch for velocity reads (one per module, never handed out) — a read allocates the Vec3 only.
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const scratch = new Float32Array(3)
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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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/**
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* What a body's friction already is the moment the host creates it. This is part of the ABI, not an
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* assumption: bridges.d.ts states it, so every host owes us this value. Knowing it lets attach skip
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*/
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export const DEFAULT_FRICTION = 0.6
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export class Physics extends Aspect<"physics", Node> implements CompWriter {
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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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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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* 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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* Change it at runtime by re-configuring — `floor.aspect(Physics, { friction: 0.02 })` (an ice
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* patch) — or by assigning `floor.physics.friction = 0.02`; either way the setter pushes the new
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* surface to the live body at once. (chisel keeps an instance setter whose name appears as an
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* object-literal key anywhere in the bundle, so the config-object route survives tree-shaking
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*/
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get friction(): number { return this._friction }
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set friction(v: number) {
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// Unconditional on a live body, unlike attach: it may be on its way BACK to the default from
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// something else, and skipping that would leave the ice patch in place.
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if (this._bodyId) _creator.physicsSetFriction?.(this._bodyId, v)
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}
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private _friction = DEFAULT_FRICTION
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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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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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|
104
|
-
}
|
|
105
|
-
if (this.motion === "dynamic" && shape._isTriangleMesh) {
|
|
106
|
-
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")
|
|
107
|
-
}
|
|
108
|
-
const shapeId = shape._claim() // drop the pick-only body; reuse its shape
|
|
109
|
-
this._bodyId = _creator.physicsCreateBody(this.node.id, shapeId, MOTION[this.motion], this.mass, false, false)
|
|
110
|
-
// A fresh body already carries DEFAULT_FRICTION host-side, so only a NAMED surface has to
|
|
111
|
-
// travel — the common case costs no bridge call at all.
|
|
112
|
-
if (this._friction !== DEFAULT_FRICTION) _creator.physicsSetFriction?.(this._bodyId, this._friction)
|
|
113
|
-
shape._ownBody(this._bodyId)
|
|
114
|
-
}
|
|
115
|
-
|
|
116
|
-
onDetach(): void {
|
|
117
|
-
if (this._bodyId) { _creator.physicsRemoveBody(this._bodyId); this._bodyId = 0 }
|
|
118
|
-
const shape = this.node.get(Shape)
|
|
119
|
-
if (shape) {
|
|
120
|
-
shape._ownBody(0) // the Shape held OUR body id — forget it, or its own detach removes it twice (native crash)
|
|
121
|
-
shape._recreatePickBody() // keep the node pickable if the Shape stays
|
|
122
|
-
}
|
|
123
|
-
}
|
|
124
|
-
|
|
125
|
-
/** Native Jolt body id. 0 until attached, or if the build has no physics support. */
|
|
126
|
-
get id(): number { return this._bodyId }
|
|
127
|
-
|
|
128
|
-
/** Linear velocity in world units/second (fresh Vec3 on read; `velocity.y = 5` written directly on
|
|
129
|
-
* the aspect is compiled to a component write — see `_writeComp`). */
|
|
130
|
-
get velocity(): Vec3 {
|
|
131
|
-
if (!this._bodyId) return new Vec3(0, 0, 0)
|
|
132
|
-
_creator.physicsGetLinearVelocity(this._bodyId, scratch)
|
|
133
|
-
return new Vec3(scratch[0], scratch[1], scratch[2])
|
|
134
|
-
}
|
|
135
|
-
set velocity(v: Vec3Like) {
|
|
136
|
-
if (this._bodyId) _creator.physicsSetLinearVelocity(this._bodyId, cx(v), cy(v), cz(v))
|
|
137
|
-
}
|
|
138
|
-
|
|
139
|
-
/**
|
|
140
|
-
* Angular velocity — **degrees/second about each world axis** (the SDK's angle unit everywhere;
|
|
141
|
-
* the engine works in radians and converts here). Fresh Vec3 on read.
|
|
142
|
-
*
|
|
143
|
-
* This is the only handle on a body's spin, and placing an object usually needs it: a `position`
|
|
144
|
-
* write is a pure teleport, so a crate that was tumbling keeps tumbling at its new home. Putting
|
|
145
|
-
* something down is `body.velocity = [0,0,0]; body.angularVelocity = [0,0,0]; node.position = p`.
|
|
146
|
-
*/
|
|
147
|
-
get angularVelocity(): Vec3 {
|
|
148
|
-
if (!this._bodyId || !_creator.physicsGetAngularVelocity) return new Vec3(0, 0, 0)
|
|
149
|
-
_creator.physicsGetAngularVelocity(this._bodyId, scratch)
|
|
150
|
-
return new Vec3(scratch[0] * RAD2DEG, scratch[1] * RAD2DEG, scratch[2] * RAD2DEG)
|
|
151
|
-
}
|
|
152
|
-
set angularVelocity(v: Vec3Like) {
|
|
153
|
-
if (this._bodyId && _creator.physicsSetAngularVelocity) {
|
|
154
|
-
_creator.physicsSetAngularVelocity(this._bodyId, cx(v) * DEG2RAD, cy(v) * DEG2RAD, cz(v) * DEG2RAD)
|
|
155
|
-
}
|
|
156
|
-
}
|
|
157
|
-
|
|
158
|
-
/** @internal chisel `comp_write` (see core/compWrite.ts): `body.velocity.y = v` / `body.angularVelocity.z
|
|
159
|
-
* = v` written directly on the aspect compile to a call here — one read into the scratch, one set, no
|
|
160
|
-
* vector. The list is compile-time data. */
|
|
161
|
-
static _comps = [ "velocity", "angularVelocity" ]
|
|
162
|
-
_writeComp(prop: string, axis: CompAxis, v: number): void {
|
|
163
|
-
if (!this._bodyId || axis === "w") return
|
|
164
|
-
const i = axis === "x" ? 0 : axis === "y" ? 1 : 2
|
|
165
|
-
if (prop === "velocity") {
|
|
166
|
-
_creator.physicsGetLinearVelocity(this._bodyId, scratch)
|
|
167
|
-
scratch[i] = v
|
|
168
|
-
_creator.physicsSetLinearVelocity(this._bodyId, scratch[0], scratch[1], scratch[2])
|
|
169
|
-
} else if (_creator.physicsGetAngularVelocity && _creator.physicsSetAngularVelocity) {
|
|
170
|
-
_creator.physicsGetAngularVelocity(this._bodyId, scratch)
|
|
171
|
-
scratch[i] = v * DEG2RAD
|
|
172
|
-
_creator.physicsSetAngularVelocity(this._bodyId, scratch[0], scratch[1], scratch[2])
|
|
173
|
-
}
|
|
174
|
-
}
|
|
175
|
-
|
|
176
|
-
/** Apply an instantaneous impulse (kg·m/s) and wake the body. */
|
|
177
|
-
applyImpulse(v: Vec3Like): this {
|
|
178
|
-
if (this._bodyId) _creator.physicsApplyImpulse(this._bodyId, cx(v), cy(v), cz(v))
|
|
179
|
-
return this
|
|
180
|
-
}
|
|
181
|
-
|
|
182
|
-
/** The same impulse applied at a WORLD-SPACE point instead of the centre of mass: the lever arm
|
|
183
|
-
* becomes angular impulse, so the body spins as well as moves (a bullet hitting a crate off
|
|
184
|
-
* centre, a blast lifting it by its base). Falls back to the central impulse on an older host. */
|
|
185
|
-
applyImpulseAt(v: Vec3Like, point: Vec3Like): this {
|
|
186
|
-
if (!this._bodyId) return this
|
|
187
|
-
if (_creator.physicsApplyImpulseAt) {
|
|
188
|
-
_creator.physicsApplyImpulseAt(this._bodyId, cx(v), cy(v), cz(v), cx(point), cy(point), cz(point))
|
|
189
|
-
} else {
|
|
190
|
-
_creator.physicsApplyImpulse(this._bodyId, cx(v), cy(v), cz(v))
|
|
191
|
-
}
|
|
192
|
-
return this
|
|
193
|
-
}
|
|
194
|
-
|
|
195
|
-
// No moveTo(): `node.position = p` IS the move. Shape hands the body id to the node, so a position
|
|
196
|
-
// write reaches the body — one way to place anything, whether or not physics is involved.
|
|
197
|
-
|
|
198
|
-
// --- world (static) -------------------------------------------------------------------------
|
|
199
|
-
/** Configure gravity / limits. Call once before creating bodies. */
|
|
200
|
-
static configure(config: PhysicsConfig = {}): void {
|
|
201
|
-
const g = config.gravity ?? [0, -9.81, 0]
|
|
202
|
-
_creator.physicsConfigure(cx(g), cy(g), cz(g), config.maxBodies ?? 0)
|
|
203
|
-
}
|
|
204
|
-
|
|
205
|
-
/** Whether this build has physics support (CREATOR_GL_PHYSICS). */
|
|
206
|
-
static get supported(): boolean {
|
|
207
|
-
return !!_creator.physicsHasSupport && _creator.physicsHasSupport()
|
|
208
|
-
}
|
|
209
|
-
|
|
210
|
-
/** Closest pickable body hit by the ray from `origin` along `dir` (up to `maxDist`), or null. */
|
|
211
|
-
static raycast(origin: Vec3Like, dir: Vec3Like, maxDist = 1000): RayHit | null {
|
|
212
|
-
const out = new Float32Array(7)
|
|
213
|
-
const id = _creator.physicsRaycast(cx(origin), cy(origin), cz(origin), cx(dir), cy(dir), cz(dir), maxDist, out)
|
|
214
|
-
if (!id) return null
|
|
215
|
-
return {
|
|
216
|
-
node: nodeRegistry.get(id) ?? null,
|
|
217
|
-
point: new Vec3(out[0], out[1], out[2]),
|
|
218
|
-
normal: new Vec3(out[3], out[4], out[5]),
|
|
219
|
-
fraction: out[6],
|
|
220
|
-
}
|
|
221
|
-
}
|
|
222
|
-
}
|
package/runtime/sdk/gl/Plane.ts
DELETED
|
@@ -1,53 +0,0 @@
|
|
|
1
|
-
// A geometric plane (point + normal) with ray intersection. Ported from worker/src/utils/Plane.ts
|
|
2
|
-
// onto the SDK's fluent Vec3 (the mat4 transform() method is omitted — add if needed).
|
|
3
|
-
|
|
4
|
-
import { Vec3, type Vec3Like } from "../math/vec"
|
|
5
|
-
import type { Ray } from "./Ray"
|
|
6
|
-
|
|
7
|
-
export class Plane {
|
|
8
|
-
/** Unit normal. */
|
|
9
|
-
readonly normal: Vec3
|
|
10
|
-
/** Scalar offset: dot(normal, point). */
|
|
11
|
-
readonly d: number
|
|
12
|
-
|
|
13
|
-
constructor(normal: Vec3Like, point: Vec3Like) {
|
|
14
|
-
this.normal = new Vec3(normal).normalize()
|
|
15
|
-
this.d = this.normal.dot(point)
|
|
16
|
-
}
|
|
17
|
-
|
|
18
|
-
static fromPoints(a: Vec3Like, b: Vec3Like, c: Vec3Like): Plane {
|
|
19
|
-
const A = new Vec3(a)
|
|
20
|
-
return new Plane(new Vec3(b).sub(A).cross(new Vec3(c).sub(A)), a)
|
|
21
|
-
}
|
|
22
|
-
|
|
23
|
-
static fromCoefficients(a: number, b: number, c: number, d: number): Plane {
|
|
24
|
-
const len = Math.hypot(a, b, c)
|
|
25
|
-
const l2 = len * len
|
|
26
|
-
return new Plane([ a, b, c ], [ (a * d) / l2, (b * d) / l2, (c * d) / l2 ])
|
|
27
|
-
}
|
|
28
|
-
|
|
29
|
-
/** Ray-plane parameter t (≥0), or null on a miss (parallel / behind origin). */
|
|
30
|
-
intersectRay(ray: Ray): number | null {
|
|
31
|
-
const denom = this.normal.dot(ray.dir)
|
|
32
|
-
if (Math.abs(denom) < 1e-8) return null
|
|
33
|
-
const t = (this.d - this.normal.dot(ray.origin)) / denom
|
|
34
|
-
return t < 0 ? null : t
|
|
35
|
-
}
|
|
36
|
-
|
|
37
|
-
/** Like intersectRay but allows hits behind the origin (line-plane). */
|
|
38
|
-
intersectLine(ray: Ray): number | null {
|
|
39
|
-
const denom = this.normal.dot(ray.dir)
|
|
40
|
-
if (Math.abs(denom) < 1e-8) return null
|
|
41
|
-
return (this.d - this.normal.dot(ray.origin)) / denom
|
|
42
|
-
}
|
|
43
|
-
|
|
44
|
-
/** Signed distance from a point (positive on the normal's side). */
|
|
45
|
-
signedDistance(point: Vec3Like): number {
|
|
46
|
-
return this.normal.dot(point) - this.d
|
|
47
|
-
}
|
|
48
|
-
|
|
49
|
-
/** Project a point onto the plane. */
|
|
50
|
-
projectPoint(point: Vec3Like): Vec3 {
|
|
51
|
-
return new Vec3(point).scaleAndAdd(this.normal, -this.signedDistance(point))
|
|
52
|
-
}
|
|
53
|
-
}
|
|
@@ -1,270 +0,0 @@
|
|
|
1
|
-
// A ragdoll: the model's skeleton handed to physics. One rigid body per listed bone — a capsule from
|
|
2
|
-
// the bone's origin to the next joint down the chain — joined to its parent part by a swing-twist
|
|
3
|
-
// constraint (a cone + a twist range, or a one-way hinge for knees and elbows). Built once at
|
|
4
|
-
// attach from the pose the model is in (that pose is the joints' neutral for the limits), and
|
|
5
|
-
// switched on and off at will:
|
|
6
|
-
//
|
|
7
|
-
// const rag = hero.aspect(Ragdoll).get(Ragdoll)! // 'humanoid': the parts by bone name
|
|
8
|
-
// rag.activate({ velocity: capsule.controller.velocity }) // drops from its CURRENT pose, keeps its speed
|
|
9
|
-
// …
|
|
10
|
-
// rag.deactivate() // the animator owns the bones again
|
|
11
|
-
//
|
|
12
|
-
// While active the engine writes the bodies' poses onto the bones every frame AFTER the animator, so
|
|
13
|
-
// the listed bones hide whatever plays underneath; bones NOT listed (fingers, toes, the rest of a
|
|
14
|
-
// spine chain between two parts) keep their animated local pose under the ragdolled parents, and
|
|
15
|
-
// anything mounted on a bone (a weapon in the hand) rides along. Raycasts hit the parts and report
|
|
16
|
-
// the bone node, so a shot knows which limb it struck — `impulse(bone, …)` pushes that part.
|
|
17
|
-
//
|
|
18
|
-
// The character CONTROLLER is yours to switch off (`node.removeAspect(CharacterController)`): a
|
|
19
|
-
// capsule left standing would keep the fallen body from settling. `root` (the hips) tells you where
|
|
20
|
-
// the body ended up when it is time to get back up.
|
|
21
|
-
//
|
|
22
|
-
// A fallen body is scenery, not an obstacle: by default (`collide: 'static'`) only the static world
|
|
23
|
-
// and other ragdolls stop it — dynamic bodies, character controllers and vehicles pass through, so it
|
|
24
|
-
// never shoves or blocks anything and the solver never pairs it with them — and once every part has
|
|
25
|
-
// come to rest (`freeze`, or `freezeAfter` seconds at the latest) the parts turn static where they
|
|
26
|
-
// lie: the pose holds, nothing can wake them, the solver skips them. Raycasts hit it either way, and
|
|
27
|
-
// a frozen `'all'` body is an obstacle you can stand on.
|
|
28
|
-
|
|
29
|
-
import { Aspect } from "../core/Aspect"
|
|
30
|
-
import type { FieldMeta } from "../core/fields"
|
|
31
|
-
import { cx, cy, cz, type Vec3Like } from "../math/vec"
|
|
32
|
-
import { Node } from "./Node"
|
|
33
|
-
import { DEFAULT_FRICTION } from "./Physics"
|
|
34
|
-
|
|
35
|
-
export interface RagdollHinge {
|
|
36
|
-
/** The hinge axis in the MODEL's space (its rest pose: +Z forward, +Y up, +X the model's left in
|
|
37
|
-
* glTF). Perpendicular to the bone; the engine drops any component along it. */
|
|
38
|
-
axis: Vec3Like
|
|
39
|
-
/** The bend range about `axis` in degrees, relative to the pose the ragdoll was built in — a knee
|
|
40
|
-
* is `{ axis: [1, 0, 0], min: 0, max: 140 }`: it folds one way only. */
|
|
41
|
-
min: number
|
|
42
|
-
max: number
|
|
43
|
-
}
|
|
44
|
-
|
|
45
|
-
export interface RagdollPart {
|
|
46
|
-
/** The bone the body sits on — its origin is the joint. */
|
|
47
|
-
bone: string
|
|
48
|
-
/** The bone the capsule points at (the next joint down). Omitted = a leaf: `length` along the line
|
|
49
|
-
* from the parent part's origin (a head, a hand, a foot without toes). */
|
|
50
|
-
to?: string
|
|
51
|
-
/** The bone of the part this one hangs from (default: the previous part in the list). The root
|
|
52
|
-
* has none. */
|
|
53
|
-
parent?: string
|
|
54
|
-
/** Capsule radius in metres (default 0.05). */
|
|
55
|
-
radius?: number
|
|
56
|
-
/** Length in metres: a leaf's, or an override of the distance to `to`. */
|
|
57
|
-
length?: number
|
|
58
|
-
/** This part's share of the ragdoll's `mass` (relative weight, default 1). */
|
|
59
|
-
mass?: number
|
|
60
|
-
/** Cone half-angle in degrees the part may swing off its parent (default 30). Ignored with `hinge`. */
|
|
61
|
-
swing?: number
|
|
62
|
-
/** Twist half-angle in degrees about its own axis (default 20). */
|
|
63
|
-
twist?: number
|
|
64
|
-
/** A one-way joint instead of the cone. */
|
|
65
|
-
hinge?: RagdollHinge
|
|
66
|
-
}
|
|
67
|
-
|
|
68
|
-
const VERSION = 2
|
|
69
|
-
const HEADER = 12
|
|
70
|
-
const STRIDE = 12
|
|
71
|
-
|
|
72
|
-
// Bone names per humanoid role, tried in order: Mixamo / MotusMan / Unity-style first, then UE-style.
|
|
73
|
-
// `node.bone()` already matches the part after a `:` / `|` prefix (`mixamorig:Hips`).
|
|
74
|
-
const HUMANOID: Record<string, string[]> = {
|
|
75
|
-
hips: [ "Hips", "pelvis", "Pelvis", "hip" ],
|
|
76
|
-
spine: [ "Spine", "spine_01", "spine", "Spine1" ],
|
|
77
|
-
neck: [ "Neck", "neck_01", "neck" ],
|
|
78
|
-
head: [ "Head", "head" ],
|
|
79
|
-
upperArmL: [ "LeftArm", "upperarm_l", "LeftUpperArm", "UpperArm_L", "L_UpperArm" ],
|
|
80
|
-
foreArmL: [ "LeftForeArm", "lowerarm_l", "LeftLowerArm", "LowerArm_L", "L_Forearm" ],
|
|
81
|
-
handL: [ "LeftHand", "hand_l", "Hand_L", "L_Hand" ],
|
|
82
|
-
upLegL: [ "LeftUpLeg", "thigh_l", "LeftUpperLeg", "UpperLeg_L", "L_Thigh" ],
|
|
83
|
-
legL: [ "LeftLeg", "calf_l", "LeftLowerLeg", "LowerLeg_L", "L_Calf" ],
|
|
84
|
-
footL: [ "LeftFoot", "foot_l", "Foot_L", "L_Foot" ],
|
|
85
|
-
toeL: [ "LeftToeBase", "ball_l", "LeftToe", "Toe_L", "L_Toe" ],
|
|
86
|
-
upperArmR: [ "RightArm", "upperarm_r", "RightUpperArm", "UpperArm_R", "R_UpperArm" ],
|
|
87
|
-
foreArmR: [ "RightForeArm", "lowerarm_r", "RightLowerArm", "LowerArm_R", "R_Forearm" ],
|
|
88
|
-
handR: [ "RightHand", "hand_r", "Hand_R", "R_Hand" ],
|
|
89
|
-
upLegR: [ "RightUpLeg", "thigh_r", "RightUpperLeg", "UpperLeg_R", "R_Thigh" ],
|
|
90
|
-
legR: [ "RightLeg", "calf_r", "RightLowerLeg", "LowerLeg_R", "R_Calf" ],
|
|
91
|
-
footR: [ "RightFoot", "foot_r", "Foot_R", "R_Foot" ],
|
|
92
|
-
toeR: [ "RightToeBase", "ball_r", "RightToe", "Toe_R", "R_Toe" ],
|
|
93
|
-
}
|
|
94
|
-
|
|
95
|
-
/** The standard humanoid layout (hips, one spine capsule up to the neck, head, two-segment arms and
|
|
96
|
-
* legs, hands and feet where the rig has them): sizes for a ~1.8 m human, mass shares from body
|
|
97
|
-
* segment tables, knees and elbows as hinges that fold the natural way for a model standing in a
|
|
98
|
-
* T- or A-pose facing +Z. */
|
|
99
|
-
const humanoidParts = (find: (role: string) => string | null): RagdollPart[] => {
|
|
100
|
-
const hips = find("hips"), spine = find("spine"), neck = find("neck"), head = find("head")
|
|
101
|
-
if (!hips) throw new Error("Ragdoll 'humanoid': no hips bone (Hips / pelvis) on this model — list the parts by name")
|
|
102
|
-
const parts: RagdollPart[] = []
|
|
103
|
-
parts.push({ bone: hips, to: spine ?? undefined, length: spine ? 0 : 0.2, radius: 0.12, mass: 15 })
|
|
104
|
-
const torso = spine ?? hips
|
|
105
|
-
if (spine) parts.push({ bone: spine, to: neck ?? head ?? undefined, length: neck || head ? 0 : 0.4, parent: hips, radius: 0.11, mass: 25, swing: 25, twist: 25 })
|
|
106
|
-
if (head) parts.push({ bone: head, parent: torso, radius: 0.1, length: 0.2, mass: 6, swing: 35, twist: 45 })
|
|
107
|
-
for (const side of [ "L", "R" ] as const) {
|
|
108
|
-
const upper = find(`upperArm${side}`), fore = find(`foreArm${side}`), hand = find(`hand${side}`)
|
|
109
|
-
if (upper) parts.push({ bone: upper, to: fore ?? undefined, length: fore ? 0 : 0.3, parent: torso, radius: 0.05, mass: 3, swing: 80, twist: 45 })
|
|
110
|
-
// the elbow: a T-pose arm along ±X folds its hand forward (+Z) — a negative turn about +Y on the
|
|
111
|
-
// left, a positive one on the right
|
|
112
|
-
if (upper && fore) parts.push({ bone: fore, to: hand ?? undefined, length: hand ? 0 : 0.28, parent: upper, radius: 0.04, mass: 2, twist: 30, hinge: { axis: [ 0, 1, 0 ], min: side === "L" ? -140 : 0, max: side === "L" ? 0 : 140 } })
|
|
113
|
-
if (upper && fore && hand) parts.push({ bone: hand, parent: fore, radius: 0.035, length: 0.16, mass: 1, swing: 30, twist: 20 })
|
|
114
|
-
const up = find(`upLeg${side}`), leg = find(`leg${side}`), foot = find(`foot${side}`), toe = find(`toe${side}`)
|
|
115
|
-
if (up) parts.push({ bone: up, to: leg ?? undefined, length: leg ? 0 : 0.45, parent: hips, radius: 0.08, mass: 10, swing: 60, twist: 30 })
|
|
116
|
-
// the knee: the shin (pointing down) swings its foot backward (−Z) for a positive turn about +X
|
|
117
|
-
if (up && leg) parts.push({ bone: leg, to: foot ?? undefined, length: foot ? 0 : 0.42, parent: up, radius: 0.06, mass: 5, twist: 10, hinge: { axis: [ 1, 0, 0 ], min: 0, max: 140 } })
|
|
118
|
-
if (up && leg && foot) parts.push({ bone: foot, to: toe ?? undefined, length: toe ? 0 : 0.2, parent: leg, radius: 0.04, mass: 2, swing: 30, twist: 15 })
|
|
119
|
-
}
|
|
120
|
-
return parts
|
|
121
|
-
}
|
|
122
|
-
|
|
123
|
-
export class Ragdoll extends Aspect<"ragdoll", Node> {
|
|
124
|
-
static readonly aspect = "ragdoll"
|
|
125
|
-
|
|
126
|
-
/** The parts: `'humanoid'` (default) finds the standard bones by name; a list places bodies on any
|
|
127
|
-
* bones — parents before children. */
|
|
128
|
-
parts: RagdollPart[] | "humanoid" = "humanoid"
|
|
129
|
-
/** Total mass in kg (default 70), split between the parts by their `mass` shares. */
|
|
130
|
-
mass = 70
|
|
131
|
-
/** Friction of every part (default 0.6 — the physics default). */
|
|
132
|
-
friction = DEFAULT_FRICTION
|
|
133
|
-
/** Linear / angular damping of every part; 0 = Jolt's own 0.05. More angular damping settles a
|
|
134
|
-
* flailing body sooner. */
|
|
135
|
-
linearDamping = 0
|
|
136
|
-
angularDamping = 0
|
|
137
|
-
/** What the parts collide with. `'static'` (default): the static geometry and other such ragdolls
|
|
138
|
-
* only — dynamic bodies, character controllers and vehicles pass through a fallen body, which then
|
|
139
|
-
* never shoves or blocks anything and costs nothing when they meet. `'all'`: a regular dynamic
|
|
140
|
-
* body that bumps into everything (and gets kicked awake by everything). */
|
|
141
|
-
collide: "static" | "all" = "static"
|
|
142
|
-
/** Once every part has come to rest the parts turn static where they lie (default true): the pose
|
|
143
|
-
* holds, nothing can wake a settled body and it costs the solver nothing — `deactivate()` /
|
|
144
|
-
* `activate()` still work (activate makes it dynamic again). */
|
|
145
|
-
freeze = true
|
|
146
|
-
/** Seconds after `activate()` at which the body freezes whatever it is doing — a twitch on a slope
|
|
147
|
-
* or a pile never sleeps on its own. 0 (default) = no cap. */
|
|
148
|
-
freezeAfter = 0
|
|
149
|
-
|
|
150
|
-
static fields: FieldMeta<Ragdoll> = {
|
|
151
|
-
mass: { min: 1, step: 5 },
|
|
152
|
-
friction: { min: 0, max: 2, step: 0.05 },
|
|
153
|
-
linearDamping: { label: "Linear damping", min: 0, max: 5, step: 0.05 },
|
|
154
|
-
angularDamping: { label: "Angular damping", min: 0, max: 5, step: 0.05 },
|
|
155
|
-
collide: { options: [ "static", "all" ] },
|
|
156
|
-
freezeAfter: { label: "Freeze after (s)", min: 0, max: 60, step: 0.5 },
|
|
157
|
-
parts: { hidden: true },
|
|
158
|
-
}
|
|
159
|
-
|
|
160
|
-
private _id = 0
|
|
161
|
-
private _active = false
|
|
162
|
-
private _bones: { name: string; node: Node }[] = []
|
|
163
|
-
|
|
164
|
-
onAttach(): void {
|
|
165
|
-
if (!_creator.physicsHasSupport || !_creator.physicsHasSupport()) return
|
|
166
|
-
if (!_creator.ragdollCreate) {
|
|
167
|
-
console.warn("Ragdoll needs a newer host (no ragdollCreate) — the body will not fall")
|
|
168
|
-
return
|
|
169
|
-
}
|
|
170
|
-
const find = (role: string): string | null => {
|
|
171
|
-
for (const name of HUMANOID[role] ?? []) if (this.node.bone(name)) return name
|
|
172
|
-
return null
|
|
173
|
-
}
|
|
174
|
-
const parts = this.parts === "humanoid" ? humanoidParts(find) : this.parts
|
|
175
|
-
if (parts.length === 0) throw new Error("Ragdoll: no parts")
|
|
176
|
-
|
|
177
|
-
const n = parts.length
|
|
178
|
-
const bones = new Uint32Array(n * 2)
|
|
179
|
-
const s = new Float32Array(HEADER + n * STRIDE)
|
|
180
|
-
s[0] = VERSION; s[1] = n; s[2] = STRIDE; s[3] = this.friction; s[4] = this.linearDamping; s[5] = this.angularDamping
|
|
181
|
-
s[6] = this.collide === "all" ? 0 : 1; s[7] = this.freeze ? 1 : 0; s[8] = Math.max(0, this.freezeAfter)
|
|
182
|
-
let shares = 0
|
|
183
|
-
for (const p of parts) shares += p.mass ?? 1
|
|
184
|
-
this._bones = []
|
|
185
|
-
for (let i = 0; i < n; i++) {
|
|
186
|
-
const p = parts[i]!
|
|
187
|
-
const bone = this.node.bone(p.bone)
|
|
188
|
-
if (!bone) throw new Error(`Ragdoll: no bone '${p.bone}' on '${this.node.name}'`)
|
|
189
|
-
const to = p.to ? this.node.bone(p.to) : null
|
|
190
|
-
if (p.to && !to) throw new Error(`Ragdoll: no bone '${p.to}' (the 'to' of '${p.bone}') on '${this.node.name}'`)
|
|
191
|
-
let parent = -1
|
|
192
|
-
if (i > 0) {
|
|
193
|
-
parent = p.parent ? parts.findIndex((q, j) => j < i && q.bone === p.parent) : i - 1
|
|
194
|
-
if (parent < 0) throw new Error(`Ragdoll: the parent '${p.parent}' of '${p.bone}' must be listed before it`)
|
|
195
|
-
}
|
|
196
|
-
bones[i * 2] = bone.id
|
|
197
|
-
bones[i * 2 + 1] = to ? to.id : 0
|
|
198
|
-
const o = HEADER + i * STRIDE
|
|
199
|
-
s[o] = parent
|
|
200
|
-
s[o + 1] = p.radius ?? 0.05
|
|
201
|
-
s[o + 2] = p.length ?? 0
|
|
202
|
-
s[o + 3] = this.mass * (p.mass ?? 1) / shares
|
|
203
|
-
s[o + 4] = p.swing ?? 30
|
|
204
|
-
s[o + 5] = p.twist ?? 20
|
|
205
|
-
if (p.hinge) {
|
|
206
|
-
s[o + 6] = 1
|
|
207
|
-
s[o + 7] = cx(p.hinge.axis); s[o + 8] = cy(p.hinge.axis); s[o + 9] = cz(p.hinge.axis)
|
|
208
|
-
s[o + 10] = p.hinge.min; s[o + 11] = p.hinge.max
|
|
209
|
-
}
|
|
210
|
-
this._bones.push({ name: p.bone, node: bone })
|
|
211
|
-
}
|
|
212
|
-
this._id = _creator.ragdollCreate(this.node.id, bones, s)
|
|
213
|
-
if (!this._id) console.warn(`Ragdoll: the host refused the parts on '${this.node.name}'`)
|
|
214
|
-
}
|
|
215
|
-
|
|
216
|
-
onDetach(): void {
|
|
217
|
-
if (this._id) {
|
|
218
|
-
if (this._active) _creator.ragdollDeactivate!(this._id)
|
|
219
|
-
_creator.ragdollDestroy!(this._id)
|
|
220
|
-
this._id = 0
|
|
221
|
-
}
|
|
222
|
-
this._active = false
|
|
223
|
-
this._bones = []
|
|
224
|
-
}
|
|
225
|
-
|
|
226
|
-
/** Hand the bones to physics from the pose they are in right now. `velocity` (world m/s) is given
|
|
227
|
-
* to every part — pass the character's, so a running body keeps travelling. */
|
|
228
|
-
activate(opts: { velocity?: Vec3Like } = {}): boolean {
|
|
229
|
-
if (!this._id) return false
|
|
230
|
-
const v = opts.velocity ?? [ 0, 0, 0 ]
|
|
231
|
-
this._active = _creator.ragdollActivate!(this._id, cx(v), cy(v), cz(v))
|
|
232
|
-
return this._active
|
|
233
|
-
}
|
|
234
|
-
|
|
235
|
-
/** Take the bones back: the animator's pose shows again from the next frame. */
|
|
236
|
-
deactivate(): void {
|
|
237
|
-
if (!this._id || !this._active) return
|
|
238
|
-
_creator.ragdollDeactivate!(this._id)
|
|
239
|
-
this._active = false
|
|
240
|
-
}
|
|
241
|
-
|
|
242
|
-
/** Physics owns the bones right now. */
|
|
243
|
-
get active(): boolean { return this._active }
|
|
244
|
-
|
|
245
|
-
/** Active and every part asleep (or frozen) — the body has come to rest. */
|
|
246
|
-
get settled(): boolean {
|
|
247
|
-
return this._active && !!this._id && !_creator.ragdollActive!(this._id)
|
|
248
|
-
}
|
|
249
|
-
|
|
250
|
-
/** The root part's bone (the hips): where the body is. */
|
|
251
|
-
get root(): Node | null { return this._bones[0]?.node ?? null }
|
|
252
|
-
|
|
253
|
-
/** The bones that carry a part, in order. */
|
|
254
|
-
get bones(): string[] { return this._bones.map((b) => b.name) }
|
|
255
|
-
|
|
256
|
-
/** The rigid-body id of a part (0 if none) — for the plain body calls. */
|
|
257
|
-
bodyOf(bone: string): number {
|
|
258
|
-
const i = this._bones.findIndex((b) => b.name === bone)
|
|
259
|
-
return i < 0 || !this._id ? 0 : _creator.ragdollBodyId!(this._id, i)
|
|
260
|
-
}
|
|
261
|
-
|
|
262
|
-
/** Push one part: an impulse in N·s, at a world point (a hit) or through its centre. Wakes the body. */
|
|
263
|
-
impulse(bone: string, v: Vec3Like, at?: Vec3Like): boolean {
|
|
264
|
-
const id = this.bodyOf(bone)
|
|
265
|
-
if (!id) return false
|
|
266
|
-
if (at && _creator.physicsApplyImpulseAt) _creator.physicsApplyImpulseAt(id, cx(v), cy(v), cz(v), cx(at), cy(at), cz(at))
|
|
267
|
-
else _creator.physicsApplyImpulse(id, cx(v), cy(v), cz(v))
|
|
268
|
-
return true
|
|
269
|
-
}
|
|
270
|
-
}
|
package/runtime/sdk/gl/Ray.ts
DELETED
|
@@ -1,16 +0,0 @@
|
|
|
1
|
-
// A ray defined by an origin and a (not necessarily normalized) direction.
|
|
2
|
-
|
|
3
|
-
import { Vec3, type Vec3Like } from "../math/vec"
|
|
4
|
-
|
|
5
|
-
export class Ray {
|
|
6
|
-
readonly origin: Vec3
|
|
7
|
-
readonly dir: Vec3
|
|
8
|
-
|
|
9
|
-
constructor(origin: Vec3Like, dir: Vec3Like) {
|
|
10
|
-
this.origin = new Vec3(origin)
|
|
11
|
-
this.dir = new Vec3(dir)
|
|
12
|
-
}
|
|
13
|
-
|
|
14
|
-
/** The world-space point origin + t·dir. */
|
|
15
|
-
getPoint(t: number): Vec3 { return this.origin.scaleAndAdd(this.dir, t) }
|
|
16
|
-
}
|