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