307 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			307 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								async function AmmoPhysics() {
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									if ( 'Ammo' in window === false ) {
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										console.error( 'AmmoPhysics: Couldn\'t find Ammo.js' );
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										return;
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									}
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									const AmmoLib = await Ammo(); // eslint-disable-line no-undef
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									const frameRate = 60;
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									const collisionConfiguration = new AmmoLib.btDefaultCollisionConfiguration();
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									const dispatcher = new AmmoLib.btCollisionDispatcher( collisionConfiguration );
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									const broadphase = new AmmoLib.btDbvtBroadphase();
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									const solver = new AmmoLib.btSequentialImpulseConstraintSolver();
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									const world = new AmmoLib.btDiscreteDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration );
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									world.setGravity( new AmmoLib.btVector3( 0, - 9.8, 0 ) );
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									const worldTransform = new AmmoLib.btTransform();
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									//
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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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											const shape = new AmmoLib.btBoxShape( new AmmoLib.btVector3( sx, sy, sz ) );
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											shape.setMargin( 0.05 );
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											return shape;
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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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											const shape = new AmmoLib.btSphereShape( radius );
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											shape.setMargin( 0.05 );
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											return shape;
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										}
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										return null;
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									}
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									const meshes = [];
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									const meshMap = new WeakMap();
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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 );
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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 ) {
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										const shape = getShape( mesh.geometry );
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										if ( shape !== null ) {
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											if ( mesh.isInstancedMesh ) {
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												handleInstancedMesh( mesh, mass, shape );
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											} else if ( mesh.isMesh ) {
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												handleMesh( mesh, mass, shape );
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											}
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										}
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									}
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									function handleMesh( mesh, mass, shape ) {
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										const position = mesh.position;
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										const quaternion = mesh.quaternion;
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										const transform = new AmmoLib.btTransform();
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										transform.setIdentity();
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										transform.setOrigin( new AmmoLib.btVector3( position.x, position.y, position.z ) );
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										transform.setRotation( new AmmoLib.btQuaternion( quaternion.x, quaternion.y, quaternion.z, quaternion.w ) );
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										const motionState = new AmmoLib.btDefaultMotionState( transform );
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										const localInertia = new AmmoLib.btVector3( 0, 0, 0 );
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										shape.calculateLocalInertia( mass, localInertia );
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										const rbInfo = new AmmoLib.btRigidBodyConstructionInfo( mass, motionState, shape, localInertia );
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										const body = new AmmoLib.btRigidBody( rbInfo );
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										// body.setFriction( 4 );
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										world.addRigidBody( body );
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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 handleInstancedMesh( mesh, mass, 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 index = i * 16;
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											const transform = new AmmoLib.btTransform();
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											transform.setFromOpenGLMatrix( array.slice( index, index + 16 ) );
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											const motionState = new AmmoLib.btDefaultMotionState( transform );
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											const localInertia = new AmmoLib.btVector3( 0, 0, 0 );
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											shape.calculateLocalInertia( mass, localInertia );
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											const rbInfo = new AmmoLib.btRigidBodyConstructionInfo( mass, motionState, shape, localInertia );
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											const body = new AmmoLib.btRigidBody( rbInfo );
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											world.addRigidBody( body );
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											bodies.push( body );
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										}
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										if ( mass > 0 ) {
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											meshes.push( mesh );
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											meshMap.set( mesh, bodies );
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										}
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									}
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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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											body.setAngularVelocity( new AmmoLib.btVector3( 0, 0, 0 ) );
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											body.setLinearVelocity( new AmmoLib.btVector3( 0, 0, 0 ) );
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											worldTransform.setIdentity();
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											worldTransform.setOrigin( new AmmoLib.btVector3( position.x, position.y, position.z ) );
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											body.setWorldTransform( worldTransform );
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										} else if ( mesh.isMesh ) {
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											const body = meshMap.get( mesh );
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											body.setAngularVelocity( new AmmoLib.btVector3( 0, 0, 0 ) );
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											body.setLinearVelocity( new AmmoLib.btVector3( 0, 0, 0 ) );
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											worldTransform.setIdentity();
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											worldTransform.setOrigin( new AmmoLib.btVector3( position.x, position.y, position.z ) );
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											body.setWorldTransform( worldTransform );
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										}
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									}
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									//
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									let lastTime = 0;
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									function step() {
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										const time = performance.now();
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										if ( lastTime > 0 ) {
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											const delta = ( time - lastTime ) / 1000;
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											world.stepSimulation( delta, 10 );
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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 motionState = body.getMotionState();
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														motionState.getWorldTransform( worldTransform );
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														const position = worldTransform.getOrigin();
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														const quaternion = worldTransform.getRotation();
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														compose( position, quaternion, 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 if ( mesh.isMesh ) {
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													const body = meshMap.get( mesh );
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													const motionState = body.getMotionState();
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													motionState.getWorldTransform( worldTransform );
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													const position = worldTransform.getOrigin();
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													const quaternion = worldTransform.getRotation();
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													mesh.position.set( position.x(), position.y(), position.z() );
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													mesh.quaternion.set( quaternion.x(), quaternion.y(), quaternion.z(), quaternion.w() );
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												}
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											}
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										}
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										lastTime = time;
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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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										// addCompoundMesh
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									};
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								}
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								function compose( position, quaternion, array, index ) {
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									const x = quaternion.x(), y = quaternion.y(), z = quaternion.z(), w = quaternion.w();
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									const x2 = x + x, y2 = y + y, z2 = z + z;
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									const xx = x * x2, xy = x * y2, xz = x * z2;
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									const yy = y * y2, yz = y * z2, zz = z * z2;
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									const wx = w * x2, wy = w * y2, wz = w * z2;
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									array[ index + 0 ] = ( 1 - ( yy + zz ) );
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									array[ index + 1 ] = ( xy + wz );
							 | 
						||
| 
								 | 
							
									array[ index + 2 ] = ( xz - wy );
							 | 
						||
| 
								 | 
							
									array[ index + 3 ] = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									array[ index + 4 ] = ( xy - wz );
							 | 
						||
| 
								 | 
							
									array[ index + 5 ] = ( 1 - ( xx + zz ) );
							 | 
						||
| 
								 | 
							
									array[ index + 6 ] = ( yz + wx );
							 | 
						||
| 
								 | 
							
									array[ index + 7 ] = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									array[ index + 8 ] = ( xz + wy );
							 | 
						||
| 
								 | 
							
									array[ index + 9 ] = ( yz - wx );
							 | 
						||
| 
								 | 
							
									array[ index + 10 ] = ( 1 - ( xx + yy ) );
							 | 
						||
| 
								 | 
							
									array[ index + 11 ] = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									array[ index + 12 ] = position.x();
							 | 
						||
| 
								 | 
							
									array[ index + 13 ] = position.y();
							 | 
						||
| 
								 | 
							
									array[ index + 14 ] = position.z();
							 | 
						||
| 
								 | 
							
									array[ index + 15 ] = 1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { AmmoPhysics };
							 |