修改静态资源文件夹位置
This commit is contained in:
306
public/sdk/three/jsm/physics/AmmoPhysics.js
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306
public/sdk/three/jsm/physics/AmmoPhysics.js
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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 );
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array[ index + 2 ] = ( xz - wy );
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array[ index + 3 ] = 0;
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array[ index + 4 ] = ( xy - wz );
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array[ index + 5 ] = ( 1 - ( xx + zz ) );
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array[ index + 6 ] = ( yz + wx );
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array[ index + 7 ] = 0;
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array[ index + 8 ] = ( xz + wy );
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array[ index + 9 ] = ( yz - wx );
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array[ index + 10 ] = ( 1 - ( xx + yy ) );
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array[ index + 11 ] = 0;
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array[ index + 12 ] = position.x();
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array[ index + 13 ] = position.y();
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array[ index + 14 ] = position.z();
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array[ index + 15 ] = 1;
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}
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export { AmmoPhysics };
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281
public/sdk/three/jsm/physics/JoltPhysics.js
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281
public/sdk/three/jsm/physics/JoltPhysics.js
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@ -0,0 +1,281 @@
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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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}
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body.setLinvel( velocity );
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*/
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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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||||
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||||
let deltaTime = clock.getDelta();
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||||
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||||
// Don't go below 30 Hz to prevent spiral of death
|
||||
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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||||
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// Step the physics world
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||||
jolt.Step( deltaTime, numSteps );
|
||||
|
||||
//
|
||||
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||||
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 };
|
220
public/sdk/three/jsm/physics/RapierPhysics.js
Normal file
220
public/sdk/three/jsm/physics/RapierPhysics.js
Normal file
@ -0,0 +1,220 @@
|
||||
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 ) {
|
||||
|
||||
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;
|
||||
|
||||
}
|
||||
|
||||
function setMeshPosition( mesh, position, index = 0 ) {
|
||||
|
||||
let body = meshMap.get( mesh );
|
||||
|
||||
if ( mesh.isInstancedMesh ) {
|
||||
|
||||
body = body[ index ];
|
||||
|
||||
}
|
||||
|
||||
body.setAngvel( ZERO );
|
||||
body.setLinvel( ZERO );
|
||||
body.setTranslation( position );
|
||||
|
||||
}
|
||||
|
||||
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() {
|
||||
|
||||
world.timestep = clock.getDelta();
|
||||
world.step();
|
||||
|
||||
//
|
||||
|
||||
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.translation();
|
||||
_quaternion.copy( body.rotation() );
|
||||
|
||||
_matrix.compose( position, _quaternion, _scale ).toArray( array, j * 16 );
|
||||
|
||||
}
|
||||
|
||||
mesh.instanceMatrix.needsUpdate = true;
|
||||
mesh.computeBoundingSphere();
|
||||
|
||||
} else {
|
||||
|
||||
const body = meshMap.get( mesh );
|
||||
|
||||
mesh.position.copy( body.translation() );
|
||||
mesh.quaternion.copy( body.rotation() );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// animate
|
||||
|
||||
setInterval( step, 1000 / frameRate );
|
||||
|
||||
return {
|
||||
addScene: addScene,
|
||||
addMesh: addMesh,
|
||||
setMeshPosition: setMeshPosition,
|
||||
setMeshVelocity: setMeshVelocity
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
export { RapierPhysics };
|
Reference in New Issue
Block a user