221 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			221 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { Clock, Vector3, Quaternion, Matrix4 } from 'three'; | ||
|  | 
 | ||
|  | const RAPIER_PATH = 'https://cdn.skypack.dev/@dimforge/rapier3d-compat@0.12.0'; | ||
|  | 
 | ||
|  | const frameRate = 60; | ||
|  | 
 | ||
|  | const _scale = new Vector3( 1, 1, 1 ); | ||
|  | const ZERO = new Vector3(); | ||
|  | 
 | ||
|  | let RAPIER = null; | ||
|  | 
 | ||
|  | 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; | ||
|  | 
 | ||
|  | 		return RAPIER.ColliderDesc.cuboid( sx, sy, sz ); | ||
|  | 
 | ||
|  | 	} else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) { | ||
|  | 
 | ||
|  | 		const radius = parameters.radius !== undefined ? parameters.radius : 1; | ||
|  | 		return RAPIER.ColliderDesc.ball( radius ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	return null; | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | async function RapierPhysics() { | ||
|  | 
 | ||
|  | 	if ( RAPIER === null ) { | ||
|  | 
 | ||
|  | 		RAPIER = await import( RAPIER_PATH ); | ||
|  | 		await RAPIER.init(); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// Docs: https://rapier.rs/docs/api/javascript/JavaScript3D/
 | ||
|  | 
 | ||
|  | 	const gravity = new Vector3( 0.0, - 9.81, 0.0 ); | ||
|  | 	const world = new RAPIER.World( gravity ); | ||
|  | 
 | ||
|  | 	const meshes = []; | ||
|  | 	const meshMap = new WeakMap(); | ||
|  | 
 | ||
|  | 	const _vector = new Vector3(); | ||
|  | 	const _quaternion = new Quaternion(); | ||
|  | 	const _matrix = new Matrix4(); | ||
|  | 
 | ||
|  | 	function addScene( scene ) { | ||
|  | 
 | ||
|  | 		scene.traverse( function ( child ) { | ||
|  | 
 | ||
|  | 			if ( child.isMesh ) { | ||
|  | 
 | ||
|  | 				const physics = child.userData.physics; | ||
|  | 
 | ||
|  | 				if ( physics ) { | ||
|  | 
 | ||
|  | 					addMesh( child, physics.mass, physics.restitution ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	function addMesh( mesh, mass = 0, restitution = 0 ) { | ||
|  | 
 | ||
|  | 		const shape = getShape( mesh.geometry ); | ||
|  | 
 | ||
|  | 		if ( shape === null ) return; | ||
|  | 
 | ||
|  | 		shape.setMass( mass ); | ||
|  | 		shape.setRestitution( restitution ); | ||
|  | 
 | ||
|  | 		const body = mesh.isInstancedMesh | ||
|  | 							? createInstancedBody( mesh, mass, shape ) | ||
|  | 							: createBody( mesh.position, mesh.quaternion, mass, shape ); | ||
|  | 
 | ||
|  | 		if ( mass > 0 ) { | ||
|  | 
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|  | 			meshes.push( mesh ); | ||
|  | 			meshMap.set( mesh, body ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	function createInstancedBody( mesh, mass, shape ) { | ||
|  | 
 | ||
|  | 		const array = mesh.instanceMatrix.array; | ||
|  | 
 | ||
|  | 		const bodies = []; | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < mesh.count; i ++ ) { | ||
|  | 
 | ||
|  | 			const position = _vector.fromArray( array, i * 16 + 12 ); | ||
|  | 			bodies.push( createBody( position, null, mass, shape ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return bodies; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	function createBody( position, quaternion, mass, shape ) { | ||
|  | 
 | ||
|  | 		const desc = mass > 0 ? RAPIER.RigidBodyDesc.dynamic() : RAPIER.RigidBodyDesc.fixed(); | ||
|  | 		desc.setTranslation( ...position ); | ||
|  | 		if ( quaternion !== null ) desc.setRotation( quaternion ); | ||
|  | 
 | ||
|  | 		const body = world.createRigidBody( desc ); | ||
|  | 		world.createCollider( shape, body ); | ||
|  | 
 | ||
|  | 		return body; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
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|  | 	function setMeshPosition( mesh, position, index = 0 ) { | ||
|  | 
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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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|  | 		body.setAngvel( ZERO ); | ||
|  | 		body.setLinvel( ZERO ); | ||
|  | 		body.setTranslation( position ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	function setMeshVelocity( mesh, velocity, index = 0 ) { | ||
|  | 
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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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|  | 		body.setLinvel( velocity ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	//
 | ||
|  | 
 | ||
|  | 	const clock = new Clock(); | ||
|  | 
 | ||
|  | 	function step() { | ||
|  | 
 | ||
|  | 		world.timestep = clock.getDelta(); | ||
|  | 		world.step(); | ||
|  | 
 | ||
|  | 		//
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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 position = body.translation(); | ||
|  | 					_quaternion.copy( body.rotation() ); | ||
|  | 
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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; | ||
|  | 				mesh.computeBoundingSphere(); | ||
|  | 
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|  | 			} else { | ||
|  | 
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|  | 				const body = meshMap.get( mesh ); | ||
|  | 
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|  | 				mesh.position.copy( body.translation() ); | ||
|  | 				mesh.quaternion.copy( body.rotation() ); | ||
|  | 
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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 { | ||
|  | 		addScene: addScene, | ||
|  | 		addMesh: addMesh, | ||
|  | 		setMeshPosition: setMeshPosition, | ||
|  | 		setMeshVelocity: setMeshVelocity | ||
|  | 	}; | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | export { RapierPhysics }; |