| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286 | 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;}export { AmmoPhysics };
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