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