307 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			307 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | async function AmmoPhysics() { | ||
|  | 
 | ||
|  | 	if ( 'Ammo' in window === false ) { | ||
|  | 
 | ||
|  | 		console.error( 'AmmoPhysics: Couldn\'t find Ammo.js' ); | ||
|  | 		return; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	const AmmoLib = await Ammo(); // eslint-disable-line no-undef
 | ||
|  | 
 | ||
|  | 	const frameRate = 60; | ||
|  | 
 | ||
|  | 	const collisionConfiguration = new AmmoLib.btDefaultCollisionConfiguration(); | ||
|  | 	const dispatcher = new AmmoLib.btCollisionDispatcher( collisionConfiguration ); | ||
|  | 	const broadphase = new AmmoLib.btDbvtBroadphase(); | ||
|  | 	const solver = new AmmoLib.btSequentialImpulseConstraintSolver(); | ||
|  | 	const world = new AmmoLib.btDiscreteDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration ); | ||
|  | 	world.setGravity( new AmmoLib.btVector3( 0, - 9.8, 0 ) ); | ||
|  | 
 | ||
|  | 	const worldTransform = new AmmoLib.btTransform(); | ||
|  | 
 | ||
|  | 	//
 | ||
|  | 
 | ||
|  | 	function getShape( geometry ) { | ||
|  | 
 | ||
|  | 		const parameters = geometry.parameters; | ||
|  | 
 | ||
|  | 		// TODO change type to is*
 | ||
|  | 
 | ||
|  | 		if ( geometry.type === 'BoxGeometry' ) { | ||
|  | 
 | ||
|  | 			const sx = parameters.width !== undefined ? parameters.width / 2 : 0.5; | ||
|  | 			const sy = parameters.height !== undefined ? parameters.height / 2 : 0.5; | ||
|  | 			const sz = parameters.depth !== undefined ? parameters.depth / 2 : 0.5; | ||
|  | 
 | ||
|  | 			const shape = new AmmoLib.btBoxShape( new AmmoLib.btVector3( sx, sy, sz ) ); | ||
|  | 			shape.setMargin( 0.05 ); | ||
|  | 
 | ||
|  | 			return shape; | ||
|  | 
 | ||
|  | 		} else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) { | ||
|  | 
 | ||
|  | 			const radius = parameters.radius !== undefined ? parameters.radius : 1; | ||
|  | 
 | ||
|  | 			const shape = new AmmoLib.btSphereShape( radius ); | ||
|  | 			shape.setMargin( 0.05 ); | ||
|  | 
 | ||
|  | 			return shape; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return null; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	const meshes = []; | ||
|  | 	const meshMap = new WeakMap(); | ||
|  | 
 | ||
|  | 	function addScene( scene ) { | ||
|  | 
 | ||
|  | 		scene.traverse( function ( child ) { | ||
|  | 
 | ||
|  | 			if ( child.isMesh ) { | ||
|  | 
 | ||
|  | 				const physics = child.userData.physics; | ||
|  | 
 | ||
|  | 				if ( physics ) { | ||
|  | 
 | ||
|  | 					addMesh( child, physics.mass ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	function addMesh( mesh, mass = 0 ) { | ||
|  | 
 | ||
|  | 		const shape = getShape( mesh.geometry ); | ||
|  | 
 | ||
|  | 		if ( shape !== null ) { | ||
|  | 
 | ||
|  | 			if ( mesh.isInstancedMesh ) { | ||
|  | 
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|  | 				handleInstancedMesh( mesh, mass, shape ); | ||
|  | 
 | ||
|  | 			} else if ( mesh.isMesh ) { | ||
|  | 
 | ||
|  | 				handleMesh( mesh, mass, shape ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	function handleMesh( mesh, mass, shape ) { | ||
|  | 
 | ||
|  | 		const position = mesh.position; | ||
|  | 		const quaternion = mesh.quaternion; | ||
|  | 
 | ||
|  | 		const transform = new AmmoLib.btTransform(); | ||
|  | 		transform.setIdentity(); | ||
|  | 		transform.setOrigin( new AmmoLib.btVector3( position.x, position.y, position.z ) ); | ||
|  | 		transform.setRotation( new AmmoLib.btQuaternion( quaternion.x, quaternion.y, quaternion.z, quaternion.w ) ); | ||
|  | 
 | ||
|  | 		const motionState = new AmmoLib.btDefaultMotionState( transform ); | ||
|  | 
 | ||
|  | 		const localInertia = new AmmoLib.btVector3( 0, 0, 0 ); | ||
|  | 		shape.calculateLocalInertia( mass, localInertia ); | ||
|  | 
 | ||
|  | 		const rbInfo = new AmmoLib.btRigidBodyConstructionInfo( mass, motionState, shape, localInertia ); | ||
|  | 
 | ||
|  | 		const body = new AmmoLib.btRigidBody( rbInfo ); | ||
|  | 		// body.setFriction( 4 );
 | ||
|  | 		world.addRigidBody( body ); | ||
|  | 
 | ||
|  | 		if ( mass > 0 ) { | ||
|  | 
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|  | 			meshes.push( mesh ); | ||
|  | 			meshMap.set( mesh, body ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 	} | ||
|  | 
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|  | 	function handleInstancedMesh( mesh, mass, shape ) { | ||
|  | 
 | ||
|  | 		const array = mesh.instanceMatrix.array; | ||
|  | 
 | ||
|  | 		const bodies = []; | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < mesh.count; i ++ ) { | ||
|  | 
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|  | 			const index = i * 16; | ||
|  | 
 | ||
|  | 			const transform = new AmmoLib.btTransform(); | ||
|  | 			transform.setFromOpenGLMatrix( array.slice( index, index + 16 ) ); | ||
|  | 
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|  | 			const motionState = new AmmoLib.btDefaultMotionState( transform ); | ||
|  | 
 | ||
|  | 			const localInertia = new AmmoLib.btVector3( 0, 0, 0 ); | ||
|  | 			shape.calculateLocalInertia( mass, localInertia ); | ||
|  | 
 | ||
|  | 			const rbInfo = new AmmoLib.btRigidBodyConstructionInfo( mass, motionState, shape, localInertia ); | ||
|  | 
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|  | 			const body = new AmmoLib.btRigidBody( rbInfo ); | ||
|  | 			world.addRigidBody( body ); | ||
|  | 
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|  | 			bodies.push( body ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
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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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|  | 	function setMeshPosition( mesh, position, index = 0 ) { | ||
|  | 
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|  | 		if ( mesh.isInstancedMesh ) { | ||
|  | 
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|  | 			const bodies = meshMap.get( mesh ); | ||
|  | 			const body = bodies[ index ]; | ||
|  | 
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|  | 			body.setAngularVelocity( new AmmoLib.btVector3( 0, 0, 0 ) ); | ||
|  | 			body.setLinearVelocity( new AmmoLib.btVector3( 0, 0, 0 ) ); | ||
|  | 
 | ||
|  | 			worldTransform.setIdentity(); | ||
|  | 			worldTransform.setOrigin( new AmmoLib.btVector3( position.x, position.y, position.z ) ); | ||
|  | 			body.setWorldTransform( worldTransform ); | ||
|  | 
 | ||
|  | 		} 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 ) ); | ||
|  | 			body.setLinearVelocity( new AmmoLib.btVector3( 0, 0, 0 ) ); | ||
|  | 
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|  | 			worldTransform.setIdentity(); | ||
|  | 			worldTransform.setOrigin( new AmmoLib.btVector3( position.x, position.y, position.z ) ); | ||
|  | 			body.setWorldTransform( worldTransform ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	//
 | ||
|  | 
 | ||
|  | 	let lastTime = 0; | ||
|  | 
 | ||
|  | 	function step() { | ||
|  | 
 | ||
|  | 		const time = performance.now(); | ||
|  | 
 | ||
|  | 		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; | ||
|  | 					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(); | ||
|  | 						motionState.getWorldTransform( worldTransform ); | ||
|  | 
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|  | 						const position = worldTransform.getOrigin(); | ||
|  | 						const quaternion = worldTransform.getRotation(); | ||
|  | 
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|  | 						compose( position, quaternion, array, j * 16 ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
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|  | 					mesh.instanceMatrix.needsUpdate = true; | ||
|  | 					mesh.computeBoundingSphere(); | ||
|  | 
 | ||
|  | 				} else if ( mesh.isMesh ) { | ||
|  | 
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|  | 					const body = meshMap.get( mesh ); | ||
|  | 
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|  | 					const motionState = body.getMotionState(); | ||
|  | 					motionState.getWorldTransform( worldTransform ); | ||
|  | 
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|  | 					const position = worldTransform.getOrigin(); | ||
|  | 					const quaternion = worldTransform.getRotation(); | ||
|  | 					mesh.position.set( position.x(), position.y(), position.z() ); | ||
|  | 					mesh.quaternion.set( quaternion.x(), quaternion.y(), quaternion.z(), quaternion.w() ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
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|  | 		lastTime = time; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// animate
 | ||
|  | 
 | ||
|  | 	setInterval( step, 1000 / frameRate ); | ||
|  | 
 | ||
|  | 	return { | ||
|  | 		addScene: addScene, | ||
|  | 		addMesh: addMesh, | ||
|  | 		setMeshPosition: setMeshPosition | ||
|  | 		// addCompoundMesh
 | ||
|  | 	}; | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | function compose( position, quaternion, array, index ) { | ||
|  | 
 | ||
|  | 	const x = quaternion.x(), y = quaternion.y(), z = quaternion.z(), w = quaternion.w(); | ||
|  | 	const x2 = x + x, y2 = y + y, z2 = z + z; | ||
|  | 	const xx = x * x2, xy = x * y2, xz = x * z2; | ||
|  | 	const yy = y * y2, yz = y * z2, zz = z * z2; | ||
|  | 	const wx = w * x2, wy = w * y2, wz = w * z2; | ||
|  | 
 | ||
|  | 	array[ index + 0 ] = ( 1 - ( yy + zz ) ); | ||
|  | 	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 }; |