307 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			307 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
| async function AmmoPhysics() {
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| 
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| 	if ( 'Ammo' in window === false ) {
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| 
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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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| 	}
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| 
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| 	const AmmoLib = await Ammo(); // eslint-disable-line no-undef
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| 
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| 	const frameRate = 60;
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| 
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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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| 
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| 	const worldTransform = new AmmoLib.btTransform();
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| 
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| 	//
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| 
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| 	function getShape( geometry ) {
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| 
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| 		const parameters = geometry.parameters;
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| 
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| 		// TODO change type to is*
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| 
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| 		if ( geometry.type === 'BoxGeometry' ) {
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| 
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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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| 
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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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| 
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| 			return shape;
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| 
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| 		} else if ( geometry.type === 'SphereGeometry' || geometry.type === 'IcosahedronGeometry' ) {
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| 
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| 			const radius = parameters.radius !== undefined ? parameters.radius : 1;
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| 
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| 			const shape = new AmmoLib.btSphereShape( radius );
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| 			shape.setMargin( 0.05 );
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| 
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| 			return shape;
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| 
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| 		}
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| 
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| 		return null;
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| 
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| 	}
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| 
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| 	const meshes = [];
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| 	const meshMap = new WeakMap();
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| 
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| 	function addScene( scene ) {
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| 
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| 		scene.traverse( function ( child ) {
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| 
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| 			if ( child.isMesh ) {
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| 
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| 				const physics = child.userData.physics;
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| 
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| 				if ( physics ) {
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| 
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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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| 
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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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| 
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| 		const shape = getShape( mesh.geometry );
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| 
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| 		if ( shape !== null ) {
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| 
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| 			if ( mesh.isInstancedMesh ) {
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| 
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| 				handleInstancedMesh( mesh, mass, shape );
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| 
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| 			} else if ( mesh.isMesh ) {
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| 
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| 				handleMesh( mesh, mass, shape );
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| 
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| 			}
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| 
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| 		}
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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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| 
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| 		const position = mesh.position;
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| 		const quaternion = mesh.quaternion;
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| 
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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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| 
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| 		const motionState = new AmmoLib.btDefaultMotionState( transform );
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| 
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| 		const localInertia = new AmmoLib.btVector3( 0, 0, 0 );
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| 		shape.calculateLocalInertia( mass, localInertia );
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| 
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| 		const rbInfo = new AmmoLib.btRigidBodyConstructionInfo( mass, motionState, shape, localInertia );
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| 
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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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| 
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| 		if ( mass > 0 ) {
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| 
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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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| 
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| 
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| 	}
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| 
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| 	function handleInstancedMesh( mesh, mass, shape ) {
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| 
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| 		const array = mesh.instanceMatrix.array;
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| 
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| 		const bodies = [];
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| 
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| 		for ( let i = 0; i < mesh.count; i ++ ) {
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| 
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| 			const index = i * 16;
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| 
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| 			const transform = new AmmoLib.btTransform();
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| 			transform.setFromOpenGLMatrix( array.slice( index, index + 16 ) );
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| 
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| 			const motionState = new AmmoLib.btDefaultMotionState( transform );
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| 
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| 			const localInertia = new AmmoLib.btVector3( 0, 0, 0 );
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| 			shape.calculateLocalInertia( mass, localInertia );
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| 
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| 			const rbInfo = new AmmoLib.btRigidBodyConstructionInfo( mass, motionState, shape, localInertia );
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| 
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| 			const body = new AmmoLib.btRigidBody( rbInfo );
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| 			world.addRigidBody( body );
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| 
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| 			bodies.push( body );
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| 
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| 		}
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| 
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| 		if ( mass > 0 ) {
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| 
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| 			meshes.push( mesh );
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| 
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| 			meshMap.set( mesh, bodies );
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| 
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| 		}
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| 
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| 	}
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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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| 
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| 		if ( mesh.isInstancedMesh ) {
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| 
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| 			const bodies = meshMap.get( mesh );
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| 			const body = bodies[ index ];
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| 
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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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| 
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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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| 		} else if ( mesh.isMesh ) {
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| 
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| 			const body = meshMap.get( mesh );
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| 
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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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| 
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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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| 	}
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| 
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| 	//
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| 
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| 	let lastTime = 0;
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| 
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| 	function step() {
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| 
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| 		const time = performance.now();
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| 
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| 		if ( lastTime > 0 ) {
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| 
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| 			const delta = ( time - lastTime ) / 1000;
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| 
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| 			world.stepSimulation( delta, 10 );
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| 
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| 			//
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| 
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| 			for ( let i = 0, l = meshes.length; i < l; i ++ ) {
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| 
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| 				const mesh = meshes[ i ];
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| 
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| 				if ( mesh.isInstancedMesh ) {
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| 
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| 					const array = mesh.instanceMatrix.array;
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| 					const bodies = meshMap.get( mesh );
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| 
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| 					for ( let j = 0; j < bodies.length; j ++ ) {
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| 
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| 						const body = bodies[ j ];
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| 
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| 						const motionState = body.getMotionState();
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| 						motionState.getWorldTransform( worldTransform );
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| 
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| 						const position = worldTransform.getOrigin();
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| 						const quaternion = worldTransform.getRotation();
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| 
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| 						compose( position, quaternion, array, j * 16 );
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| 
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| 					}
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| 
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| 					mesh.instanceMatrix.needsUpdate = true;
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| 					mesh.computeBoundingSphere();
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| 
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| 				} else if ( mesh.isMesh ) {
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| 
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| 					const body = meshMap.get( mesh );
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| 
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| 					const motionState = body.getMotionState();
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| 					motionState.getWorldTransform( worldTransform );
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| 
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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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| 			}
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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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| 	}
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| 
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| 	// animate
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| 
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| 	setInterval( step, 1000 / frameRate );
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| 
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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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| }
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| 
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| function compose( position, quaternion, array, index ) {
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| }
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| 
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| export { AmmoPhysics };
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