添加关照、全局等高线、修改图层问题
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281
static/sdk/three/jsm/physics/JoltPhysics.js
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281
static/sdk/three/jsm/physics/JoltPhysics.js
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import { Clock, Vector3, Quaternion, Matrix4 } from 'three';
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const JOLT_PATH = 'https://cdn.jsdelivr.net/npm/jolt-physics@0.23.0/dist/jolt-physics.wasm-compat.js';
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const frameRate = 60;
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let Jolt = null;
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function getShape( geometry ) {
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const parameters = geometry.parameters;
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// TODO change type to is*
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if ( geometry.type === 'BoxGeometry' ) {
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const sx = parameters.width !== undefined ? parameters.width / 2 : 0.5;
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const sy = parameters.height !== undefined ? parameters.height / 2 : 0.5;
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const sz = parameters.depth !== undefined ? parameters.depth / 2 : 0.5;
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return new Jolt.BoxShape( new Jolt.Vec3( sx, sy, sz ), 0.05 * Math.min( sx, sy, sz ), null );
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} else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) {
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const radius = parameters.radius !== undefined ? parameters.radius : 1;
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return new Jolt.SphereShape( radius, null );
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}
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return null;
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}
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// Object layers
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const LAYER_NON_MOVING = 0;
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const LAYER_MOVING = 1;
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const NUM_OBJECT_LAYERS = 2;
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function setupCollisionFiltering( settings ) {
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let objectFilter = new Jolt.ObjectLayerPairFilterTable( NUM_OBJECT_LAYERS );
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objectFilter.EnableCollision( LAYER_NON_MOVING, LAYER_MOVING );
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objectFilter.EnableCollision( LAYER_MOVING, LAYER_MOVING );
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const BP_LAYER_NON_MOVING = new Jolt.BroadPhaseLayer( 0 );
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const BP_LAYER_MOVING = new Jolt.BroadPhaseLayer( 1 );
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const NUM_BROAD_PHASE_LAYERS = 2;
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let bpInterface = new Jolt.BroadPhaseLayerInterfaceTable( NUM_OBJECT_LAYERS, NUM_BROAD_PHASE_LAYERS );
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bpInterface.MapObjectToBroadPhaseLayer( LAYER_NON_MOVING, BP_LAYER_NON_MOVING );
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bpInterface.MapObjectToBroadPhaseLayer( LAYER_MOVING, BP_LAYER_MOVING );
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settings.mObjectLayerPairFilter = objectFilter;
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settings.mBroadPhaseLayerInterface = bpInterface;
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settings.mObjectVsBroadPhaseLayerFilter = new Jolt.ObjectVsBroadPhaseLayerFilterTable( settings.mBroadPhaseLayerInterface, NUM_BROAD_PHASE_LAYERS, settings.mObjectLayerPairFilter, NUM_OBJECT_LAYERS );
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};
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async function JoltPhysics() {
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if ( Jolt === null ) {
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const { default: initJolt } = await import( JOLT_PATH );
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Jolt = await initJolt();
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}
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const settings = new Jolt.JoltSettings();
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setupCollisionFiltering( settings );
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const jolt = new Jolt.JoltInterface( settings );
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Jolt.destroy( settings );
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const physicsSystem = jolt.GetPhysicsSystem();
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const bodyInterface = physicsSystem.GetBodyInterface();
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const meshes = [];
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const meshMap = new WeakMap();
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const _position = new Vector3();
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const _quaternion = new Quaternion();
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const _scale = new Vector3( 1, 1, 1 );
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const _matrix = new Matrix4();
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function addScene( scene ) {
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scene.traverse( function ( child ) {
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if ( child.isMesh ) {
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const physics = child.userData.physics;
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if ( physics ) {
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addMesh( child, physics.mass, physics.restitution );
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}
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}
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} );
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}
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function addMesh( mesh, mass = 0, restitution = 0 ) {
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const shape = getShape( mesh.geometry );
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if ( shape === null ) return;
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const body = mesh.isInstancedMesh
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? createInstancedBody( mesh, mass, restitution, shape )
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: createBody( mesh.position, mesh.quaternion, mass, restitution, shape );
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if ( mass > 0 ) {
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meshes.push( mesh );
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meshMap.set( mesh, body );
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}
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}
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function createInstancedBody( mesh, mass, restitution, shape ) {
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const array = mesh.instanceMatrix.array;
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const bodies = [];
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for ( let i = 0; i < mesh.count; i ++ ) {
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const position = _position.fromArray( array, i * 16 + 12 );
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const quaternion = _quaternion.setFromRotationMatrix( _matrix.fromArray( array, i * 16 ) ); // TODO Copilot did this
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bodies.push( createBody( position, quaternion, mass, restitution, shape ) );
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}
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return bodies;
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}
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function createBody( position, rotation, mass, restitution, shape ) {
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const pos = new Jolt.Vec3( position.x, position.y, position.z );
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const rot = new Jolt.Quat( rotation.x, rotation.y, rotation.z, rotation.w );
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const motion = mass > 0 ? Jolt.EMotionType_Dynamic : Jolt.EMotionType_Static;
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const layer = mass > 0 ? LAYER_MOVING : LAYER_NON_MOVING;
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const creationSettings = new Jolt.BodyCreationSettings( shape, pos, rot, motion, layer );
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creationSettings.mRestitution = restitution;
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const body = bodyInterface.CreateBody( creationSettings );
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bodyInterface.AddBody( body.GetID(), Jolt.EActivation_Activate );
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Jolt.destroy( creationSettings );
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return body;
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}
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function setMeshPosition( mesh, position, index = 0 ) {
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if ( mesh.isInstancedMesh ) {
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const bodies = meshMap.get( mesh );
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const body = bodies[ index ];
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bodyInterface.RemoveBody( body.GetID() );
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bodyInterface.DestroyBody( body.GetID() );
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const physics = mesh.userData.physics;
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let shape = body.GetShape();
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let body2 = createBody( position, { x: 0, y: 0, z: 0, w: 1 }, physics.mass, physics.restitution, shape );
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bodies[ index ] = body2;
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} else {
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// TODO: Implement this
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}
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}
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function setMeshVelocity( mesh, velocity, index = 0 ) {
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/*
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let body = meshMap.get( mesh );
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if ( mesh.isInstancedMesh ) {
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body = body[ index ];
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}
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body.setLinvel( velocity );
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*/
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}
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//
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const clock = new Clock();
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function step() {
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let deltaTime = clock.getDelta();
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// Don't go below 30 Hz to prevent spiral of death
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deltaTime = Math.min( deltaTime, 1.0 / 30.0 );
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// When running below 55 Hz, do 2 steps instead of 1
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const numSteps = deltaTime > 1.0 / 55.0 ? 2 : 1;
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// Step the physics world
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jolt.Step( deltaTime, numSteps );
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//
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for ( let i = 0, l = meshes.length; i < l; i ++ ) {
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const mesh = meshes[ i ];
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if ( mesh.isInstancedMesh ) {
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const array = mesh.instanceMatrix.array;
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const bodies = meshMap.get( mesh );
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for ( let j = 0; j < bodies.length; j ++ ) {
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const body = bodies[ j ];
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const position = body.GetPosition();
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const quaternion = body.GetRotation();
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_position.set( position.GetX(), position.GetY(), position.GetZ() );
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_quaternion.set( quaternion.GetX(), quaternion.GetY(), quaternion.GetZ(), quaternion.GetW() );
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_matrix.compose( _position, _quaternion, _scale ).toArray( array, j * 16 );
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}
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mesh.instanceMatrix.needsUpdate = true;
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mesh.computeBoundingSphere();
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} else {
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const body = meshMap.get( mesh );
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const position = body.GetPosition();
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const rotation = body.GetRotation();
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mesh.position.set( position.GetX(), position.GetY(), position.GetZ() );
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mesh.quaternion.set( rotation.GetX(), rotation.GetY(), rotation.GetZ(), rotation.GetW() );
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}
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}
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}
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// animate
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setInterval( step, 1000 / frameRate );
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return {
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addScene: addScene,
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addMesh: addMesh,
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setMeshPosition: setMeshPosition,
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setMeshVelocity: setMeshVelocity
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};
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}
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export { JoltPhysics };
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