1210 lines
36 KiB
TypeScript
1210 lines
36 KiB
TypeScript
declare module CANNON {
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export interface IAABBOptions {
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upperBound?: Vec3;
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lowerBound?: Vec3;
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}
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export class AABB {
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lowerBound: Vec3;
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upperBound: Vec3;
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constructor(options?: IAABBOptions);
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clone() : AABB;
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setFromPoints(points: Vec3[], position?: Vec3, quaternion?: Quaternion, skinSize?: number): void;
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copy(aabb: AABB): void;
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extend(aabb: AABB): void;
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getCorners( a: Vec3, b: Vec3, c: Vec3, d: Vec3, e: Vec3, f: Vec3, g: Vec3, h: Vec3 ) : void;
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overlaps(aabb: AABB): boolean;
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toLocalFrame( frame: Transform, target: AABB ) : AABB;
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toWorldFrame( frame: Transform, target: AABB ) : AABB;
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}
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export class ArrayCollisionMatrix {
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matrix: Mat3[];
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get(i: number, j: number): number;
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set(i: number, j: number, value?: number): void;
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reset(): void;
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setNumObjects(n: number): void;
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}
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export class Broadphase {
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world: World;
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useBoundingBoxes: boolean;
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dirty: boolean;
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collisionPairs(world: World, p1: Body[], p2: Body[]): void;
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needBroadphaseCollision(bodyA: Body, bodyB: Body): boolean;
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intersectionTest(bodyA: Body, bodyB: Body, pairs1: Body[], pairs2: Body[]): void;
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doBoundingSphereBroadphase(bodyA: Body, bodyB: Body, pairs1: Body[], pairs2: Body[]): void;
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doBoundingBoxBroadphase(bodyA: Body, bodyB: Body, pairs1: Body[], pairs2: Body[]): void;
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makePairsUnique(pairs1: Body[], pairs2: Body[]): void;
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setWorld(world: World): void;
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boundingSphereCheck(bodyA: Body, bodyB: Body): boolean;
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aabbQuery(world: World, aabb: AABB, result: Body[]): Body[];
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}
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export class GridBroadphase extends Broadphase {
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nx: number;
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ny: number;
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nz: number;
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aabbMin: Vec3;
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aabbMax: Vec3;
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bins: any[];
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constructor(aabbMin?: Vec3, aabbMax?: Vec3, nx?: number, ny?: number, nz?: number);
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}
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export class NaiveBroadphase extends Broadphase {
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}
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export class ObjectCollisionMatrix {
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matrix: number[];
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get(i: number, j: number): number;
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set(i: number, j: number, value: number): void;
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reset(): void;
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setNumObjects(n: number): void;
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}
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export interface IRayIntersectWorldOptions {
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mode: number;
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result: boolean;
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skipBackfaces: boolean;
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collisionFilterMask: number;
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collisionFilterGroup: number;
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from: Vec3;
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to: Vec3;
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callback: Function;
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}
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export class Ray {
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static CLOSEST: number;
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static ANY: number;
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static ALL: number;
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from: Vec3;
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to: Vec3;
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precision: number;
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checkCollisionResponse: boolean;
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callback: Function;
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collisionFilterGroup: number;
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collisionFilterMask: number;
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hasHit: boolean;
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mode: number;
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result: RaycastResult;
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skipBackfaces: boolean;
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constructor(from?: Vec3, to?: Vec3);
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getAABB(result: RaycastResult): void;
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intersectBodies(bodies: Body[], result?: RaycastResult): void;
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intersectWorld(world: World, options: any): boolean;
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}
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export class RaycastResult {
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rayFromWorld: Vec3;
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rayToWorld: Vec3;
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hitNormalWorld: Vec3;
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hitPointWorld: Vec3;
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hitFaceIndex: number;
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hasHit: boolean;
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shape: Shape;
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body: Body;
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distance: number;
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abort(): void;
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reset(): void;
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set(rayFromWorld: Vec3, rayToWorld: Vec3, hitNormalWorld: Vec3, hitPointWorld: Vec3, shape: Shape, body: Body, distance: number): void;
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}
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export class SAPBroadphase extends Broadphase {
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static insertionSortX(a: any[]): any[];
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static insertionSortY(a: any[]): any[];
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static insertionSortZ(a: any[]): any[];
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static checkBounds(bi: Body, bj: Body, axisIndex?: number): boolean;
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axisList: any[];
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world: World;
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axisIndex: number;
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constructor(world?: World);
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autoDetectAxis(): void;
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aabbQuery(world: World, aabb: AABB, result?: Body[]): Body[];
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}
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export interface IConstraintOptions {
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collideConnected?: boolean;
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wakeUpBodies?: boolean;
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}
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export class Constraint {
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equations: any[];
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bodyA: Body;
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bodyB: Body;
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id: number;
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collideConnected: boolean;
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constructor(bodyA: Body, bodyB: Body, options?: IConstraintOptions);
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update(): void;
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disable(): void;
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enable(): void;
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}
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export class DistanceConstraint extends Constraint {
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distance: number;
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distanceEquation: ContactEquation;
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constructor(bodyA: Body, bodyB: Body, distance?: number, maxForce?: number);
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}
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export interface IHingeConstraintOptions {
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pivotA?: Vec3;
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axisA?: Vec3;
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pivotB?: Vec3;
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axisB?: Vec3;
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maxForce?: number;
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}
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export class HingeConstraint extends Constraint {
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axisA: Vec3;
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axisB: Vec3;
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rotationalEquation1: RotationalEquation;
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rotationalEquation2: RotationalEquation;
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motorEnabled: boolean;
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motorTargetVelocity: number;
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motorMinForce: number;
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motorMaxForce: number;
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motorEquation: RotationalMotorEquation;
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constructor(bodyA: Body, bodyB: Body, options?: IHingeConstraintOptions);
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enableMotor(): void;
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disableMotor(): void;
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setMotorMaxForce(maxForce: number): void;
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setMotorSpeed(speed: number): void;
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}
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export class PointToPointConstraint extends Constraint {
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equationX: ContactEquation;
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equationY: ContactEquation;
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equationZ: ContactEquation;
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pivotA: Vec3;
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pivotB: Vec3;
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constructor(bodyA: Body, pivotA: Vec3, bodyB: Body, pivotB: Vec3, maxForce?: number);
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}
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export class ConeTwistConstraint extends PointToPointConstraint {
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coneEquation: ConeEquation;
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twistEquation: RotationalEquation;
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constructor(bodyA: Body, bodyB: Body, options?: IHingeConstraintOptions);
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}
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export class LockConstraint extends PointToPointConstraint {
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rotationalEquation1: RotationalEquation;
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rotationalEquation2: RotationalEquation;
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rotationalEquation3: RotationalEquation;
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constructor(bodyA: Body, bodyB: Body, maxForce?: number);
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}
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export class Equation {
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id: number;
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minForce: number;
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maxForce: number;
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bi: Body;
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bj: Body;
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a: number;
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b: number;
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eps: number;
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jacobianElementA: JacobianElement;
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jacobianElementB: JacobianElement;
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enabled: boolean;
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constructor(bi: Body, bj: Body, minForce?: number, maxForce?: number);
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setSpookParams(stiffness: number, relaxation: number, timeStep: number): void;
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computeB(a: number, b: number, h: number): number;
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computeGq(): number;
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computeGW(): number;
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computeGWlamda(): number;
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computeGiMf(): number;
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computeGiMGt(): number;
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addToWlamda(deltalambda: number): number;
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computeC(): number;
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computeInvC( eps: number ): number;
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}
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export class FrictionEquation extends Equation {
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constructor(bi: Body, bj: Body, slipForce: number);
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}
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export interface IRotationalEquationOptions {
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axisA?: Vec3;
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axisB?: Vec3;
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maxForce?: number;
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}
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export class RotationalEquation extends Equation {
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ni: Vec3;
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nj: Vec3;
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nixnj: Vec3;
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njxni: Vec3;
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invIi: Mat3;
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invIj: Mat3;
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relVel: Vec3;
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relForce: Vec3;
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constructor(bodyA: Body, bodyB: Body, options?: IRotationalEquationOptions);
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}
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export class RotationalMotorEquation extends Equation {
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axisA: Vec3;
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axisB: Vec3;
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invLi: Mat3;
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invIj: Mat3;
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targetVelocity: number;
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constructor(bodyA: Body, bodyB: Body, maxForce?: number);
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}
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export interface IConeEquationOptions {
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axisA?: Vec3;
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axisB?: Vec3;
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maxForce?: number;
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}
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export class ConeEquation extends Equation {
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angle: number;
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constructor(bodyA: Body, bodyB: Body, options?: IConeEquationOptions);
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}
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export class ContactEquation extends Equation {
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restitution: number;
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ri: Vec3;
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rj: Vec3;
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ni: Vec3;
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constructor(bi: Body, bj: Body);
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getImpactVelocityAlongNormal(): number;
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}
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export interface IContactMaterialOptions {
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friction?: number;
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restitution?: number;
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contactEquationStiffness?: number;
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contactEquationRelaxation?: number;
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frictionEquationStiffness?: number;
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frictionEquationRelaxation?: number;
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}
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export class ContactMaterial {
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id: number;
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materials: Material[];
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friction: number;
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restitution: number;
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contactEquationStiffness: number;
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contactEquationRelaxation: number;
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frictionEquationStiffness: number;
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frictionEquationRelaxation: number;
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constructor(m1: Material, m2: Material, options?: IContactMaterialOptions);
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}
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export interface IMaterialOptions {
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friction?: number;
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restitution?: number;
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}
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export class Material {
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name: string;
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id: number;
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friction:number;
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restitution:number;
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constructor(options?: string|IMaterialOptions);
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}
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export class JacobianElement {
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spatial: Vec3;
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rotational: Vec3;
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multiplyElement(element: JacobianElement): number;
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multiplyVectors(spacial: Vec3, rotational: Vec3): number;
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}
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export class Mat3 {
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elements: number[];
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constructor(elements?: number[]);
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identity(): void;
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setZero(): void;
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setTrace(vec3: Vec3): void;
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getTrace(target: Vec3): void;
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vmult(v: Vec3, target?: Vec3): Vec3;
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smult(s: number): void;
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mmult(m: Mat3): Mat3;
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scale(v: Vec3, target?: Mat3): Mat3;
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solve(b: Vec3, target?: Vec3): Vec3;
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e(row: number, column: number, value?: number): number;
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copy(source: Mat3): Mat3;
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toString(): string;
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reverse(target?: Mat3): Mat3;
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setRotationFromQuaternion(q: Quaternion): Mat3;
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transpose(target?: Mat3): Mat3;
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}
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export class Trimesh extends Shape {
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aabb: AABB;
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edges: number[];
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indices: number[];
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normals: number[];
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scale: Vec3;
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tree: Octree;
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vertices: number[];
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static computeNormal(va: Vec3, vb: Vec3, vc: Vec3, target: Vec3): void;
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static createTorus(radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, arc?: number): Trimesh;
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constructor(vertices: number[], indices: number[]);
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calculateWorldAABB(pos: Vec3, quat: Quaternion, min: Vec3, max: Vec3): void;
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computeLocalAABB(aabb: AABB): void;
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getEdgeVector(edgeIndex: number, vectorStore: Vec3): void;
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getEdgeVertex(edgeIndex: number, firstOrSecond: number, vertexStore: Vec3): void;
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getNormal(i: number, target: Vec3): Vec3;
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getTrianglesAABB(aabb: AABB, result: number[]): void;
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getTriangleVertices(i: number, a: Vec3, b: Vec3, c: Vec3): void;
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getVertex(i: number, out: Vec3): Vec3;
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getWorldVertex(i: number, pos: Vec3, quat: Quaternion, out: Vec3): Vec3;
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setScale(scale: Vec3): void;
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updateAABB(): void;
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updateEdges(): void;
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updateNormals(): void;
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updateTree(): void;
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}
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export class Quaternion {
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x: number;
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y: number;
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z: number;
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w: number;
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constructor(x?: number, y?: number, z?: number, w?: number);
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set(x: number, y: number, z: number, w: number): void;
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toString(): string;
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toArray(): number[];
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setFromAxisAngle(axis: Vec3, angle: number): void;
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toAxisAngle(targetAxis?: Vec3): any[];
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setFromVectors(u: Vec3, v: Vec3): void;
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mult(q: Quaternion, target?: Quaternion): Quaternion;
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inverse(target?: Quaternion): Quaternion;
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conjugate(target?: Quaternion): Quaternion;
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normalize(): void;
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normalizeFast(): void;
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vmult(v: Vec3, target?: Vec3): Vec3;
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copy(source: Quaternion): Quaternion;
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toEuler(target: Vec3, order?: string): void;
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setFromEuler(x: number, y: number, z: number, order?: string): Quaternion;
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clone(): Quaternion;
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}
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export class Transform {
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static pointToLocalFrame(position: Vec3, quaternion: Quaternion, worldPoint: Vec3, result?: Vec3): Vec3;
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static pointToWorldFrame(position: Vec3, quaternion: Quaternion, localPoint: Vec3, result?: Vec3): Vec3;
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static vectorToWorldFrame(quaternion: Quaternion, localVector: Vec3, result: Vec3): Vec3;
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static vectorToLocalFrame(position: Vec3, quaternion: Quaternion, worldVector: Vec3, result?: Vec3): Vec3;
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position: Vec3;
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quaternion: Quaternion;
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pointToLocal(point: Vec3, result: Vec3): Vec3;
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pointToWorld(point: Vec3, result: Vec3): Vec3;
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}
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export class Vec3 {
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static ZERO: Vec3;
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static UNIT_X: Vec3;
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static UNIT_Y: Vec3;
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static UNIT_Z: Vec3;
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x: number;
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y: number;
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z: number;
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constructor(x?: number, y?: number, z?: number);
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cross(v: Vec3, target?: Vec3): Vec3;
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set(x: number, y: number, z: number): Vec3;
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setZero(): void;
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vadd(v: Vec3, target?: Vec3): Vec3;
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vsub(v: Vec3, target?: Vec3): Vec3;
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crossmat(): Mat3;
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normalize(): number;
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unit(target?: Vec3): Vec3;
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norm(): number;
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norm2(): number;
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distanceTo(p: Vec3): number;
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distanceSquared(p: Vec3): number;
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mult(scalar: number, target?: Vec3): Vec3;
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scale(scalar: number, target?: Vec3): Vec3;
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dot(v: Vec3): number;
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isZero(): boolean;
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negate(target?: Vec3): Vec3;
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tangents(t1: Vec3, t2: Vec3): void;
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toString(): string;
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toArray(): number[];
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copy(source: Vec3): Vec3;
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length(): number;
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lengthSquared(): number;
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lerp(v: Vec3, t: number, target?: Vec3): void;
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almostEquals(v: Vec3, precision?: number): boolean;
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almostZero(precision?: number): boolean;
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isAntiparallelTo(v: Vec3, prescision?: number): boolean;
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clone(): Vec3;
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}
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export interface IBodyOptions {
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position?: Vec3;
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velocity?: Vec3;
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angularVelocity?: Vec3;
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quaternion?: Quaternion;
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mass?: number;
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material?: Material;
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type?: number;
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linearDamping?: number;
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angularDamping?: number;
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allowSleep?: boolean;
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sleepSpeedLimit?: number;
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sleepTimeLimit?: number;
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collisionFilterGroup?: number;
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collisionFilterMask?: number;
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fixedRotation?: boolean;
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shape?: Shape;
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}
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export class Body extends EventTarget {
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static DYNAMIC: number;
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static STATIC: number;
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static KINEMATIC: number;
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static AWAKE: number;
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static SLEEPY: number;
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static SLEEPING: number;
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static sleepyEvent: IEvent;
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static sleepEvent: IEvent;
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id: number;
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//miner
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layaID:number;
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//miner
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isTrigger:boolean;
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world: World;
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preStep: Function;
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postStep: Function;
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vlambda: Vec3;
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collisionFilterGroup: number;
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collisionFilterMask: number;
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collisionResponse: boolean;
|
|
position: Vec3;
|
|
previousPosition: Vec3;
|
|
initPosition: Vec3;
|
|
boundingRadius: number;
|
|
velocity: Vec3;
|
|
initVelocity: Vec3;
|
|
force: Vec3;
|
|
mass: number;
|
|
invMass: number;
|
|
material: Material;
|
|
linearDamping: number;
|
|
type: number;
|
|
allowSleep: boolean;
|
|
sleepState: number;
|
|
sleepSpeedLimit: number;
|
|
sleepTimeLimit: number;
|
|
timeLastSleepy: number;
|
|
torque: Vec3;
|
|
quaternion: Quaternion;
|
|
initQuaternion: Quaternion;
|
|
angularVelocity: Vec3;
|
|
initAngularVelocity: Vec3;
|
|
interpolatedPosition: Vec3;
|
|
interpolatedQuaternion: Quaternion;
|
|
shapes: Shape[];
|
|
shapeOffsets: any[];
|
|
shapeOrientations: any[];
|
|
inertia: Vec3;
|
|
invInertia: Vec3;
|
|
invInertiaWorld: Mat3;
|
|
invMassSolve: number;
|
|
invInertiaSolve: Vec3;
|
|
invInteriaWorldSolve: Mat3;
|
|
fixedRotation: boolean;
|
|
angularDamping: number;
|
|
aabb: AABB;
|
|
aabbNeedsUpdate: boolean;
|
|
wlambda: Vec3;
|
|
|
|
constructor(options?: IBodyOptions);
|
|
|
|
wakeUp(): void;
|
|
sleep(): void;
|
|
sleepTick(time: number): void;
|
|
pointToLocalFrame(worldPoint: Vec3, result?: Vec3): Vec3;
|
|
pointToWorldFrame(localPoint: Vec3, result?: Vec3): Vec3;
|
|
vectorToLocalFrame(worldPoint: Vec3, result?: Vec3): Vec3;
|
|
vectorToWorldFrame(localVector: Vec3, result?: Vec3): Vec3;
|
|
addShape(shape: Shape, offset?: Vec3, orientation?: Vec3): void;
|
|
computeAABB(): void;
|
|
applyForce(force: Vec3, worldPoint: Vec3): void;
|
|
applyImpulse(impulse: Vec3, worldPoint: Vec3): void;
|
|
applyLocalForce(force: Vec3, localPoint: Vec3): void;
|
|
applyLocalImplse(impulse: Vec3, localPoint: Vec3): void;
|
|
updateBoundingRadius(): void;
|
|
updateMassProperties(): void;
|
|
updateInertiaWorld(force: Vec3): void;
|
|
updateSolveMassProperties(): void;
|
|
getVelocityAtWorldPoint(worldPoint: Vec3, result: Vec3): Vec3;
|
|
|
|
}
|
|
|
|
export interface IWheelInfoOptions {
|
|
|
|
chassisConnectionPointLocal?: Vec3;
|
|
chassisConnectionPointWorld?: Vec3;
|
|
directionLocal?: Vec3;
|
|
directionWorld?: Vec3;
|
|
axleLocal?: Vec3;
|
|
axleWorld?: Vec3;
|
|
suspensionRestLength?: number;
|
|
suspensionMaxLength?: number;
|
|
radius?: number;
|
|
suspensionStiffness?: number;
|
|
dampingCompression?: number;
|
|
dampingRelaxation?: number;
|
|
frictionSlip?: number;
|
|
steering?: number;
|
|
rotation?: number;
|
|
deltaRotation?: number;
|
|
rollInfluence?: number;
|
|
maxSuspensionForce?: number;
|
|
isFrontWheel?: boolean;
|
|
clippedInvContactDotSuspension?: number;
|
|
suspensionRelativeVelocity?: number;
|
|
suspensionForce?: number;
|
|
skidInfo?: number;
|
|
suspensionLength?: number;
|
|
maxSuspensionTravel?: number;
|
|
useCustomSlidingRotationalSpeed?: boolean;
|
|
customSlidingRotationalSpeed?: number;
|
|
|
|
position?: Vec3;
|
|
direction?: Vec3;
|
|
axis?: Vec3;
|
|
body?: Body;
|
|
|
|
}
|
|
|
|
export class WheelInfo {
|
|
|
|
axleLocal: Vec3;
|
|
axleWorld: Vec3;
|
|
brake: number;
|
|
chassisConnectionPointLocal: Vec3;
|
|
chassisConnectionPointWorld: Vec3;
|
|
clippedInvContactDotSuspension: number;
|
|
customSlidingRotationalSpeed: number;
|
|
dampingCompression: number;
|
|
dampingRelaxation: number;
|
|
deltaRotation: number;
|
|
directionLocal: Vec3;
|
|
directionWorld: Vec3;
|
|
engineForce: number;
|
|
forwardImpulse: number;
|
|
frictionSlip: number;
|
|
isFrontWheel: boolean;
|
|
isInContact: boolean;
|
|
maxSuspensionForce: number;
|
|
maxSuspensionTravel: number;
|
|
radius: number;
|
|
raycastResult: RaycastResult;
|
|
rollInfluence: number;
|
|
rotation: number;
|
|
sideImpulse: number;
|
|
skidInfo: number;
|
|
sliding: boolean;
|
|
steering: number;
|
|
suspensionForce: number;
|
|
suspensionLength: number;
|
|
suspensionMaxLength: number;
|
|
suspensionRelativeVelocity: number;
|
|
suspensionStiffness: number;
|
|
suspensionRestLength: number;
|
|
useCustomSlidingRotationalSpeed: boolean;
|
|
worldTransform: Transform;
|
|
|
|
constructor(options?: IWheelInfoOptions);
|
|
|
|
}
|
|
|
|
export interface IRaycastVehicleOptions {
|
|
|
|
chassisBody?: Body;
|
|
indexRightAxis?: number;
|
|
indexLeftAxis?: number;
|
|
indexUpAxis?: number;
|
|
|
|
}
|
|
|
|
export class RaycastVehicle {
|
|
|
|
chassisBody: Body;
|
|
wheelInfos: IWheelInfoOptions[];
|
|
sliding: boolean;
|
|
world: World;
|
|
iindexRightAxis: number;
|
|
indexForwardAxis: number;
|
|
indexUpAxis: number;
|
|
|
|
constructor(options?: IRaycastVehicleOptions);
|
|
|
|
addWheel(options?: IWheelInfoOptions): void;
|
|
setSteeringValue(value: number, wheelIndex: number): void;
|
|
applyEngineForce(value: number, wheelIndex: number): void;
|
|
setBrake(brake: number, wheelIndex: number): void;
|
|
addToWorld(world: World): void;
|
|
getVehicleAxisWorld(axisIndex: number, result: Vec3): Vec3;
|
|
updateVehicle(timeStep: number): void;
|
|
updateSuspension(deltaTime: number): void;
|
|
updateWheelTransform(wheelIndex: number): void;
|
|
removeFromWorld(world: World): void;
|
|
getWheelTransformWorld(wheelIndex: number): Transform;
|
|
|
|
}
|
|
|
|
export interface IRigidVehicleOptions {
|
|
|
|
chassisBody: Body;
|
|
|
|
}
|
|
|
|
export class RigidVehicle {
|
|
|
|
wheelBodies: Body[];
|
|
coordinateSystem: Vec3;
|
|
chassisBody: Body;
|
|
constraints: Constraint[];
|
|
wheelAxes: Vec3[];
|
|
wheelForces: Vec3[];
|
|
|
|
constructor(options?: IRigidVehicleOptions);
|
|
|
|
addWheel(options?: IWheelInfoOptions): Body;
|
|
setSteeringValue(value: number, wheelIndex: number): void;
|
|
setMotorSpeed(value: number, wheelIndex: number): void;
|
|
disableMotor(wheelIndex: number): void;
|
|
setWheelForce(value: number, wheelIndex: number): void;
|
|
applyWheelForce(value: number, wheelIndex: number): void;
|
|
addToWorld(world: World): void;
|
|
removeFromWorld(world: World): void;
|
|
getWheelSpeed(wheelIndex: number): number;
|
|
|
|
}
|
|
|
|
export class SPHSystem {
|
|
|
|
particles: Particle[];
|
|
density: number;
|
|
smoothingRadius: number;
|
|
speedOfSound: number;
|
|
viscosity: number;
|
|
eps: number;
|
|
pressures: number[];
|
|
densities: number[];
|
|
neighbors: number[];
|
|
|
|
add(particle: Particle): void;
|
|
remove(particle: Particle): void;
|
|
getNeighbors(particle: Particle, neighbors: Particle[]): void;
|
|
update(): void;
|
|
w(r: number): number;
|
|
gradw(rVec: Vec3, resultVec: Vec3): void;
|
|
nablaw(r: number): number;
|
|
|
|
}
|
|
|
|
export interface ISpringOptions {
|
|
|
|
restLength?: number;
|
|
stiffness?: number;
|
|
damping?: number;
|
|
worldAnchorA?: Vec3;
|
|
worldAnchorB?: Vec3;
|
|
localAnchorA?: Vec3;
|
|
localAnchorB?: Vec3;
|
|
|
|
}
|
|
|
|
export class Spring {
|
|
|
|
restLength: number;
|
|
stffness: number;
|
|
damping: number;
|
|
bodyA: Body;
|
|
bodyB: Body;
|
|
localAnchorA: Vec3;
|
|
localAnchorB: Vec3;
|
|
|
|
constructor(options?: ISpringOptions);
|
|
|
|
setWorldAnchorA(worldAnchorA: Vec3): void;
|
|
setWorldAnchorB(worldAnchorB: Vec3): void;
|
|
getWorldAnchorA(result: Vec3): void;
|
|
getWorldAnchorB(result: Vec3): void;
|
|
applyForce(): void;
|
|
|
|
}
|
|
|
|
export class Box extends Shape {
|
|
|
|
static calculateInertia(halfExtents: Vec3, mass: number, target: Vec3): void;
|
|
|
|
halfExtents: Vec3;
|
|
convexPolyhedronRepresentation: ConvexPolyhedron;
|
|
|
|
constructor(halfExtents: Vec3);
|
|
|
|
updateConvexPolyhedronRepresentation(): void;
|
|
getSideNormals(sixTargetVectors: boolean, quat?: Quaternion): Vec3[];
|
|
forEachWorldCorner(pos: Vec3, quat: Quaternion, callback: Function): void;
|
|
|
|
}
|
|
|
|
export class ConvexPolyhedron extends Shape {
|
|
|
|
static computeNormal(va: Vec3, vb: Vec3, vc: Vec3, target: Vec3): void;
|
|
static project(hull: ConvexPolyhedron, axis: Vec3, pos: Vec3, quat: Quaternion, result: number[]): void;
|
|
static getFaceNormal(va: Vec3, vb: Vec3, vc: Vec3, target: Vec3): void;
|
|
|
|
vertices: Vec3[];
|
|
worldVertices: Vec3[];
|
|
worldVerticesNeedsUpdate: boolean;
|
|
faces: number[];
|
|
faceNormals: Vec3[];
|
|
uniqueEdges: Vec3[];
|
|
uniqueAxes: Vec3[];
|
|
|
|
constructor(points?: Vec3[], faces?: number[]);
|
|
|
|
computeEdges(): void;
|
|
computeNormals(): void;
|
|
getFaceNormal(i: number, target: Vec3): Vec3;
|
|
clipAgainstHull(posA: Vec3, quatA: Quaternion, hullB: Vec3, quatB: Quaternion, separatingNormal: Vec3, minDist: number, maxDist: number, result: any[]): void;
|
|
findSeparatingAxis(hullB: ConvexPolyhedron, posA: Vec3, quatA: Quaternion, posB: Vec3, quatB: Quaternion, target: Vec3, faceListA: any[], faceListB: any[]): boolean;
|
|
testSepAxis(axis: Vec3, hullB: ConvexPolyhedron, posA: Vec3, quatA: Quaternion, posB: Vec3, quatB: Quaternion): number;
|
|
getPlaneConstantOfFace(face_i: number): number;
|
|
clipFaceAgainstHull(separatingNormal: Vec3, posA: Vec3, quatA: Quaternion, worldVertsB1: Vec3[], minDist: number, maxDist: number, result: any[]): void;
|
|
clipFaceAgainstPlane(inVertices: Vec3[], outVertices: Vec3[], planeNormal: Vec3, planeConstant: number): Vec3;
|
|
computeWorldVertices(position: Vec3, quat: Quaternion): void;
|
|
computeLocalAABB(aabbmin: Vec3, aabbmax: Vec3): void;
|
|
computeWorldFaceNormals(quat: Quaternion): void;
|
|
calculateWorldAABB(pos: Vec3, quat: Quaternion, min: Vec3, max: Vec3): void;
|
|
getAveragePointLocal(target: Vec3): Vec3;
|
|
transformAllPoints(offset: Vec3, quat: Quaternion): void;
|
|
pointIsInside(p: Vec3): boolean;
|
|
|
|
}
|
|
|
|
export class Cylinder extends ConvexPolyhedron {
|
|
|
|
constructor(radiusTop: number, radiusBottom: number, height: number, numSegments: number);
|
|
|
|
}
|
|
|
|
export interface IHightfieldOptions {
|
|
|
|
minValue?: number;
|
|
maxValue?: number;
|
|
elementSize: number;
|
|
|
|
}
|
|
|
|
export class Heightfield extends Shape {
|
|
|
|
data: number[];
|
|
maxValue: number;
|
|
minValue: number;
|
|
elementSize: number;
|
|
cacheEnabled: boolean;
|
|
pillarConvex: ConvexPolyhedron;
|
|
pillarOffset: Vec3;
|
|
type: number;
|
|
|
|
constructor(data: number[], options?: IHightfieldOptions);
|
|
|
|
update(): void;
|
|
updateMinValue(): void;
|
|
updateMaxValue(): void;
|
|
setHeightValueAtIndex(xi: number, yi: number, value: number): void;
|
|
getRectMinMax(iMinX: number, iMinY: number, iMaxX: number, iMaxY: number, result: any[]): void;
|
|
getIndexOfPosition(x: number, y: number, result: any[], clamp: boolean): boolean;
|
|
getConvexTrianglePillar(xi: number, yi: number, getUpperTriangle: boolean): void;
|
|
|
|
}
|
|
|
|
export class Particle extends Shape {
|
|
|
|
}
|
|
|
|
export class Plane extends Shape {
|
|
|
|
worldNormal: Vec3;
|
|
worldNormalNeedsUpdate: boolean;
|
|
boundingSphereRadius: number;
|
|
|
|
computeWorldNormal(quat: Quaternion): void;
|
|
calculateWorldAABB(pos: Vec3, quat: Quaternion, min: number, max: number): void;
|
|
|
|
}
|
|
|
|
export class Shape {
|
|
|
|
static types: {
|
|
|
|
SPHERE: number;
|
|
PLANE: number;
|
|
BOX: number;
|
|
COMPOUND: number;
|
|
CONVEXPOLYHEDRON: number;
|
|
HEIGHTFIELD: number;
|
|
PARTICLE: number;
|
|
CYLINDER: number;
|
|
|
|
}
|
|
|
|
id: number;
|
|
type: number;
|
|
boundingSphereRadius: number;
|
|
collisionResponse: boolean;
|
|
|
|
updateBoundingSphereRadius(): number;
|
|
volume(): number;
|
|
calculateLocalInertia(mass: number, target?: Vec3): Vec3;
|
|
|
|
}
|
|
|
|
export class Sphere extends Shape {
|
|
|
|
radius: number;
|
|
|
|
constructor(radius: number);
|
|
|
|
}
|
|
|
|
export class GSSolver extends Solver {
|
|
|
|
iterations: number;
|
|
tolerance: number;
|
|
|
|
solve(dy: number, world: World): number;
|
|
|
|
|
|
}
|
|
|
|
export class Solver {
|
|
|
|
equations: Equation[];
|
|
|
|
solve(dy: number, world: World): number;
|
|
addEquation(eq: Equation): void;
|
|
removeEquation(eq: Equation): void;
|
|
removeAllEquations(): void;
|
|
|
|
}
|
|
|
|
export class SplitSolver extends Solver {
|
|
|
|
subsolver: Solver;
|
|
|
|
constructor(subsolver: Solver);
|
|
|
|
solve(dy: number, world: World): number;
|
|
|
|
}
|
|
|
|
export class EventTarget {
|
|
|
|
addEventListener(type: string, listener: Function): EventTarget;
|
|
hasEventListener(type: string, listener: Function): boolean;
|
|
removeEventListener(type: string, listener: Function): EventTarget;
|
|
dispatchEvent(event: IEvent): IEvent;
|
|
|
|
}
|
|
|
|
export class Pool {
|
|
|
|
objects: any[];
|
|
type: any[];
|
|
|
|
release(): any;
|
|
get(): any;
|
|
constructObject(): any;
|
|
|
|
}
|
|
|
|
export class TupleDictionary {
|
|
|
|
data: {
|
|
keys: any[];
|
|
};
|
|
|
|
get(i: number, j: number): number;
|
|
set(i: number, j: number, value: number): void;
|
|
reset(): void;
|
|
|
|
}
|
|
|
|
export class Utils {
|
|
|
|
static defaults(options?: any, defaults?: any): any;
|
|
|
|
}
|
|
|
|
export class Vec3Pool extends Pool {
|
|
|
|
static defaults(options: Object, defaults: Object): Object;
|
|
|
|
constructObject(): Vec3;
|
|
|
|
}
|
|
|
|
export class NarrowPhase {
|
|
|
|
contactPointPool: Pool[];
|
|
enableFrictionReduction: boolean;
|
|
v3pool: Vec3Pool;
|
|
|
|
convexHeightfield(convexShape: Shape, hfShape: Heightfield, convexPos: Vec3, hfPos: Vec3, convexQuat: Quaternion, hfQuat: Quaternion, convexBody: Body, hfBody: Body): void;
|
|
convexConvex(si: Shape, sj: Shape, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body): void;
|
|
convexParticle(result: ContactEquation[], si: Shape, sj: Shape, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body): void;
|
|
convexTrimesh( result: ContactEquation[], si: Shape, sj: Shape, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body): void;
|
|
createContactEquation(bi: Body, bj: Body, si: Shape, sj: Shape, rsi: Shape, rsj: Shape): ContactEquation;
|
|
getContacts(p1: Body[], p2: Body[], world: World, result: ContactEquation[], oldcontacts: ContactEquation[]): void;
|
|
particlePlane( result: ContactEquation[], si: Shape, sj: Shape, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body): void;
|
|
particleSphere(result: ContactEquation[], si: Shape, sj: Shape, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body): void;
|
|
planeBox(result: ContactEquation[], si: Shape, sj: Shape, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body): void;
|
|
planeConvex(si: Shape, sj: Shape, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body): void;
|
|
planeTrimesh(si: Shape, sj: Shape, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body): void;
|
|
sphereBox(si: Shape, sj: Shape, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body): void;
|
|
sphereConvex(si: Shape, sj: Shape, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body): void;
|
|
sphereHeightfield(sphereShape: Shape, hfShape: Heightfield, spherePos: Vec3, hfPos: Vec3, sphereQuat: Quaternion, hfQuat: Quaternion, sphereBody: Body, hfBody: Body): void;
|
|
spherePlane( si: Shape, sj: Shape, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body): void;
|
|
sphereSphere(si: Shape, sj: Shape, xi: Vec3, xj: Vec3, qi: Quaternion, qj: Quaternion, bi: Body, bj: Body): void;
|
|
sphereTrimesh(sphereShape: Shape, trimeshShape: Shape, spherePos: Vec3, trimeshPos: Vec3, sphereQuat: Quaternion, trimeshQuat: Quaternion, sphereBody: Body, trimeshBody: Body): void;
|
|
|
|
}
|
|
|
|
export interface IOctreeOptions {
|
|
|
|
root: Octree;
|
|
aabb: AABB;
|
|
|
|
}
|
|
|
|
export class OctreeNode {
|
|
|
|
aabb: AABB;
|
|
children: Octree[];
|
|
data: number[];
|
|
root: OctreeNode;
|
|
|
|
}
|
|
|
|
export class Octree extends OctreeNode {
|
|
|
|
maxDepth: number;
|
|
|
|
constructor(aabb: AABB, options: IOctreeOptions);
|
|
|
|
aabbQuery(aabb: AABB, result: Object[]): Object[];
|
|
insert(aabb: AABB, elementData: Object): boolean;
|
|
rayQuery(ray: Ray, treeTransform: Transform, result: Object[]): Object[];
|
|
removeEmptyNodes(): void;
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subdivide(): void;
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}
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export interface IWorld {
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collisisonFilterMask?: number;
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collisionFilterGroup?: number;
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skipBackfaces?: boolean;
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checkCollisionResponse?: boolean;
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}
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export class World extends EventTarget {
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dt: number;
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allowSleep: boolean;
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contacts: ContactEquation[];
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frictionEquations: FrictionEquation[];
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|
quatNormalizeSkip: number;
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|
quatNormalizeFast: boolean;
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|
time: number;
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|
stepnumber: number;
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|
default_dt: number;
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|
nextId: number;
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|
gravity: Vec3;
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|
broadphase: NaiveBroadphase;
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|
bodies: Body[];
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|
//miner
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|
allContacts:ContactEquation[];
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|
callBackBody:Body[];
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|
solver: Solver;
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|
constraints: Constraint[];
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|
narrowPhase: NarrowPhase;
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|
collisionMatrix: ArrayCollisionMatrix;
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|
collisionMatrixPrevious: ArrayCollisionMatrix;
|
|
materials: Material[];
|
|
contactMaterials: ContactMaterial[];
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|
contactMaterialTable: TupleDictionary;
|
|
defaultMaterial: Material;
|
|
defaultContactMaterial: ContactMaterial;
|
|
doProfiling: boolean;
|
|
profile: {
|
|
solve: number;
|
|
makeContactConstraints: number;
|
|
broadphaser: number;
|
|
integrate: number;
|
|
narrowphase: number;
|
|
};
|
|
subsystems: any[];
|
|
addBodyEvent: IBodyEvent;
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|
removeBodyEvent: IBodyEvent;
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|
|
|
addBody(body: Body): void;
|
|
addConstraint(c: Constraint): void;
|
|
addContactMaterial(cmat: ContactMaterial): void;
|
|
addEventListener(type: string, listener: Function): EventTarget;
|
|
addMaterial(m: Material): void;
|
|
clearForces(): void;
|
|
collisionMatrixTick(): void;
|
|
getContactMaterial(m1: Material, m2: Material): ContactMaterial;
|
|
numObjects(): number;
|
|
raycastAll(from: Vec3, to: Vec3, options: IWorld, callback: Function): boolean;
|
|
raycastAny(from: Vec3, to: Vec3, options: IWorld, result: RaycastResult): boolean;
|
|
raycastClosest(from: Vec3, to: Vec3, options: IWorld, result: RaycastResult): boolean;
|
|
rayTest(from: Vec3, to: Vec3, result: RaycastResult): void;
|
|
remove(body: Body): void;
|
|
removeBody(body: Body): void;
|
|
removeConstraint(c: Constraint): void;
|
|
removeEventListener(type: string, listener: Function): EventTarget;
|
|
step(dy: number, timeSinceLastCalled?: number, maxSubSteps?: number): void;
|
|
|
|
}
|
|
|
|
export interface IEvent {
|
|
|
|
type: string;
|
|
|
|
}
|
|
|
|
export interface IBodyEvent extends IEvent {
|
|
|
|
body: Body;
|
|
|
|
}
|
|
|
|
export class Demo {
|
|
|
|
constructor( options: Object );
|
|
|
|
addScene( title: string, initfunc: Function ): void;
|
|
restartCurrentScene(): void;
|
|
|
|
}
|
|
|
|
} |