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@D8H D8H commented Dec 19, 2025

@D8H D8H marked this pull request as ready for review December 21, 2025 20:24
@D8H D8H requested a review from 4ian as a code owner December 21, 2025 20:24
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JoltPhysics.js v1.0.0 is out
image
https://github.com/jrouwe/JoltPhysics.js/releases/tag/1.0.0

@4ian
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4ian commented Dec 29, 2025

Thank you but this is unrelated to this PR, we will upgrade later in a different PR/issue.

const [gltf, setGltf] = React.useState<GLTF | null>(null);
const loadGltf = React.useCallback(
async (modelResourceName: string) => {
if (!modelResourceName && object.getType() === 'Scene3D::Model3DObject') {
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I wonder if we could do something on the Object base class for this?

Much like we have in ObjectConfiguration:
getAnimationsCount
getAnimationName

we could have something like:
has3dModelPropertyName
get3dModelPropertyName

so you can do:
objectConfiguration.getProperties().get(objectConfiguration.get3dModelPropertyName()).getValue()

and

if (!modelResourceName && object.getConfiguration().has3dModelPropertyName())

and so any object in the future could expose a 3D model that could be used as a collision mesh?

)}
{shape === 'Box' && (
</ResponsiveLineStackLayout>
{shape === 'Mesh' && object.getType() !== 'Scene3D::Model3DObject' && (
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Same comment as the other, might be worth exposing this on the object configuration base class.

@D8H D8H force-pushed the 3d-physics-mesh branch from 98a7cc4 to c4b192e Compare January 6, 2026 10:25
@4ian 4ian merged commit 7289030 into master Jan 8, 2026
5 of 6 checks passed
@D8H D8H deleted the 3d-physics-mesh branch January 8, 2026 10:17
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4 participants