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- ( function () {
- 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 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; // console.time( 'world.step' );
- world.stepSimulation( delta, 10 ); // console.timeEnd( 'world.step' );
- }
- lastTime = time; //
- 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;
- } 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() );
- }
- }
- } // animate
- setInterval( step, 1000 / frameRate );
- return {
- 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;
- }
- THREE.AmmoPhysics = AmmoPhysics;
- } )();
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