修改静态资源文件夹位置

This commit is contained in:
Teo
2025-07-29 09:37:57 +08:00
parent ed996ee7f4
commit daff686afc
1465 changed files with 11 additions and 4 deletions

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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 ) {
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 ) {
meshes.push( mesh );
meshMap.set( mesh, body );
}
}
function handleInstancedMesh( mesh, mass, shape ) {
const array = mesh.instanceMatrix.array;
const bodies = [];
for ( let i = 0; i < mesh.count; i ++ ) {
const index = i * 16;
const transform = new AmmoLib.btTransform();
transform.setFromOpenGLMatrix( array.slice( index, index + 16 ) );
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 );
world.addRigidBody( body );
bodies.push( body );
}
if ( mass > 0 ) {
meshes.push( mesh );
meshMap.set( mesh, bodies );
}
}
//
function setMeshPosition( mesh, position, index = 0 ) {
if ( mesh.isInstancedMesh ) {
const bodies = meshMap.get( mesh );
const body = bodies[ index ];
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 ) {
const body = meshMap.get( mesh );
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 );
}
}
//
let lastTime = 0;
function step() {
const time = performance.now();
if ( lastTime > 0 ) {
const delta = ( time - lastTime ) / 1000;
world.stepSimulation( delta, 10 );
//
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 motionState = body.getMotionState();
motionState.getWorldTransform( worldTransform );
const position = worldTransform.getOrigin();
const quaternion = worldTransform.getRotation();
compose( position, quaternion, array, j * 16 );
}
mesh.instanceMatrix.needsUpdate = true;
mesh.computeBoundingSphere();
} else if ( mesh.isMesh ) {
const body = meshMap.get( mesh );
const motionState = body.getMotionState();
motionState.getWorldTransform( worldTransform );
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() );
}
}
}
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 };

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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 };

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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 };