| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256 | ( 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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